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fgdata/Effects/terrain-overlay.eff
2017-09-18 12:47:21 +03:00

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/terrain-overlay</name>
<inherits-from>Effects/terrain-default</inherits-from>
<parameters>
<texture n="20">
<image>Textures/Terrain/void.png</image>
<type>2d</type>
<filter>nearest-mipmap-nearest</filter>
<mag-filter>nearest</mag-filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="21">
<image>Textures/Terrain/void.png</image>
<type>2d</type>
<filter>nearest-mipmap-nearest</filter>
<mag-filter>nearest</mag-filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<max_overlay_height>1.5</max_overlay_height>
<overlay_scale>1.0</overlay_scale>
<overlay_brightness_top>1.0</overlay_brightness_top>
<overlay_brightness_bottom>0.5</overlay_brightness_bottom>
<overlay_hardness>0.5</overlay_hardness>
<overlay_secondary_hardness>0.5</overlay_secondary_hardness>
<overlay_density>0.5</overlay_density>
<overlay_steepness_factor>0.8</overlay_steepness_factor>
<overlay_secondary_density>0.0</overlay_secondary_density>
<overlay_autumn_flag>0</overlay_autumn_flag>
<overlay_secondary_flag>0</overlay_secondary_flag>
</parameters>
<technique n="2">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<and>
<less-equal>
<value type="float">6.0</value>
<float-property>/sim/rendering/shaders/landmass</float-property>
</less-equal>
<less-equal>
<value type="float">6.0</value>
<float-property>/sim/rendering/shaders/transition</float-property>
</less-equal>
<less-equal>
<value type="float">1.0</value>
<float-property>/sim/rendering/shaders/vegetation-effects</float-property>
</less-equal>
</and>
<or>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
<and>
<extension-supported>GL_ARB_shader_objects</extension-supported>
<extension-supported>GL_ARB_shading_language_100</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
<extension-supported>GL_EXT_geometry_shader4</extension-supported>
</and>
</or>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<emissive><use>material/emissive</use></emissive>
<shininess><use>material/shininess</use></shininess>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend><use>transparent</use></blend>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number><use>render-bin/bin-number</use></bin-number>
<bin-name><use>render-bin/bin-name</use></bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<image><use>texture[0]/image</use></image>
<type><use>texture[0]/type</use></type>
<filter><use>texture[0]/filter</use></filter>
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
<internal-format><use>texture[0]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<image><use>texture[13]/image</use></image>
<type><use>texture[13]/type</use></type>
<filter><use>texture[13]/filter</use></filter>
<wrap-s><use>texture[13]/wrap-s</use></wrap-s>
<wrap-t><use>texture[13]/wrap-t</use></wrap-t>
<internal-format><use>texture[13]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>3</unit>
<type><use>texture[15]/type</use></type>
<image><use>texture[15]/image</use></image>
<filter><use>texture[15]/filter</use></filter>
<wrap-s><use>texture[15]/wrap-s</use></wrap-s>
<wrap-t><use>texture[15]/wrap-t</use></wrap-t>
<internal-format><use>texture[15]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>4</unit>
<type><use>texture[14]/type</use></type>
<image><use>texture[14]/image</use></image>
<filter><use>texture[14]/filter</use></filter>
<wrap-s><use>texture[14]/wrap-s</use></wrap-s>
<wrap-t><use>texture[14]/wrap-t</use></wrap-t>
<internal-format><use>texture[14]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>5</unit>
<type><use>texture[12]/type</use></type>
<image><use>texture[12]/image</use></image>
<filter><use>texture[12]/filter</use></filter>
<wrap-s><use>texture[12]/wrap-s</use></wrap-s>
<wrap-t><use>texture[12]/wrap-t</use></wrap-t>
<internal-format><use>texture[12]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>7</unit>
<type><use>texture[11]/type</use></type>
<image><use>texture[11]/image</use></image>
<filter><use>texture[11]/filter</use></filter>
<wrap-s><use>texture[11]/wrap-s</use></wrap-s>
<wrap-t><use>texture[11]/wrap-t</use></wrap-t>
<internal-format><use>texture[11]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/terrain-ALS-ultra.vert</vertex-shader>
<vertex-shader>Shaders/filters-ALS.vert</vertex-shader>
<fragment-shader>Shaders/terrain-ALS-ultra.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
<fragment-shader>Shaders/hazes.frag</fragment-shader>
<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
</program>
<uniform>
<name>grain_strength</name>
<type>float</type>
<value><use>grain_strength</use></value>
</uniform>
<uniform>
<name>intrinsic_wetness</name>
<type>float</type>
<value><use>intrinsic_wetness</use></value>
</uniform>
<uniform>
<name>transition_model</name>
<type>float</type>
<value><use>transition_model</use></value>
</uniform>
<uniform>
<name>hires_overlay_bias</name>
<type>float</type>
<value><use>hires_overlay_bias</use></value>
</uniform>
<uniform>
<name>dot_density</name>
<type>float</type>
<value><use>dot_density</use></value>
</uniform>
<uniform>
<name>dot_size</name>
<type>float</type>
<value><use>dot_size</use></value>
</uniform>
<uniform>
<name>dust_resistance</name>
<type>float</type>
<value><use>dust_resistance</use></value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value><use>visibility</use></value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value><use>avisibility</use></value>
</uniform>
<uniform>
<name>hazeLayerAltitude</name>
<type>float</type>
<value><use>lthickness</use></value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value><use>scattering</use></value>
</uniform>
<uniform>
<name>ground_scattering</name>
<type>float</type>
<value><use>ground_scattering</use></value>
</uniform>
<uniform>
<name>terminator</name>
<type>float</type>
<value><use>terminator</use></value>
</uniform>
<uniform>
<name>terrain_alt</name>
<type>float</type>
<value><use>terrain_alt</use></value>
</uniform>
<uniform>
<name>overcast</name>
<type>float</type>
<value><use>overcast</use></value>
</uniform>
<uniform>
<name>eye_alt</name>
<type>float</type>
<value><use>eye_alt</use></value>
</uniform>
<uniform>
<name>eye_lat</name>
<type>float</type>
<value><use>eye_lat</use></value>
</uniform>
<uniform>
<name>eye_lon</name>
<type>float</type>
<value><use>eye_lon</use></value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value><use>snow_level</use></value>
</uniform>
<uniform>
<name>snow_thickness_factor</name>
<type>float</type>
<value><use>snow_thickness_factor</use></value>
</uniform>
<uniform>
<name>dust_cover_factor</name>
<type>float</type>
<value><use>dust_cover_factor</use></value>
</uniform>
<uniform>
<name>lichen_cover_factor</name>
<type>float</type>
<value> <use>lichen_cover_factor</use></value>
</uniform>
<uniform>
<name>wetness</name>
<type>float</type>
<value><use>wetness</use></value>
</uniform>
<uniform>
<name>fogstructure</name>
<type>float</type>
<value><use>fogstructure</use></value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value><use>cloud_self_shading</use></value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>season</name>
<type>float</type>
<value><use>season</use></value>
</uniform>
<uniform>
<name>air_pollution</name>
<type>float</type>
<value><use>air_pollution</use></value>
</uniform>
<!-- secondary lights -->
<uniform>
<name>view_pitch_offset</name>
<type>float</type>
<value><use>view_pitch_offset</use></value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value><use>view_heading_offset</use></value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value><use>view_fov</use></value>
</uniform>
<uniform>
<name>landing_light1_offset</name>
<type>float</type>
<value><use>landing_light1_offset</use></value>
</uniform>
<uniform>
<name>landing_light2_offset</name>
<type>float</type>
<value><use>landing_light2_offset</use></value>
</uniform>
<uniform>
<name>landing_light3_offset</name>
<type>float</type>
<value><use>landing_light3_offset</use></value>
</uniform>
<!-- filtering -->
<uniform>
<name>gamma</name>
<type>float</type>
<value><use>gamma</use></value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value><use>brightness</use></value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value><use>use_night_vision</use></value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value><use>use_IR_vision</use></value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value><use>use_filtering</use></value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value><use>delta_T</use></value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value><use>fact_grey</use></value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value><use>fact_black</use></value>
</uniform>
<!-- cloud shadows -->
<uniform>
<name>cloudpos1_x</name>
<type>float</type>
<value><use>cloudpos1_x</use></value>
</uniform>
<uniform>
<name>cloudpos1_y</name>
<type>float</type>
<value><use>cloudpos1_y</use></value>
</uniform>
<uniform>
<name>cloudpos2_x</name>
<type>float</type>
<value><use>cloudpos2_x</use></value>
</uniform>
<uniform>
<name>cloudpos2_y</name>
<type>float</type>
<value><use>cloudpos2_y</use></value>
</uniform>
<uniform>
<name>cloudpos3_x</name>
<type>float</type>
<value><use>cloudpos3_x</use></value>
</uniform>
<uniform>
<name>cloudpos3_y</name>
<type>float</type>
<value><use>cloudpos3_y</use></value>
</uniform>
<uniform>
<name>cloudpos4_x</name>
<type>float</type>
<value><use>cloudpos4_x</use></value>
</uniform>
<uniform>
<name>cloudpos4_y</name>
<type>float</type>
<value><use>cloudpos4_y</use></value>
</uniform>
<uniform>
<name>cloudpos5_x</name>
<type>float</type>
<value><use>cloudpos5_x</use></value>
</uniform>
<uniform>
<name>cloudpos5_y</name>
<type>float</type>
<value><use>cloudpos5_y</use></value>
</uniform>
<uniform>
<name>cloudpos6_x</name>
<type>float</type>
<value><use>cloudpos6_x</use></value>
</uniform>
<uniform>
<name>cloudpos6_y</name>
<type>float</type>
<value><use>cloudpos6_y</use></value>
</uniform>
<uniform>
<name>cloudpos7_x</name>
<type>float</type>
<value><use>cloudpos7_x</use></value>
</uniform>
<uniform>
<name>cloudpos7_y</name>
<type>float</type>
<value><use>cloudpos7_y</use></value>
</uniform>
<uniform>
<name>cloudpos8_x</name>
<type>float</type>
<value><use>cloudpos8_x</use></value>
</uniform>
<uniform>
<name>cloudpos8_y</name>
<type>float</type>
<value><use>cloudpos8_y</use></value>
</uniform>
<uniform>
<name>cloudpos9_x</name>
<type>float</type>
<value><use>cloudpos9_x</use></value>
</uniform>
<uniform>
<name>cloudpos9_y</name>
<type>float</type>
<value><use>cloudpos9_y</use></value>
</uniform>
<uniform>
<name>cloudpos10_x</name>
<type>float</type>
<value><use>cloudpos10_x</use></value>
</uniform>
<uniform>
<name>cloudpos10_y</name>
<type>float</type>
<value><use>cloudpos10_y</use></value>
</uniform>
<uniform>
<name>cloudpos11_x</name>
<type>float</type>
<value><use>cloudpos11_x</use></value>
</uniform>
<uniform>
<name>cloudpos11_y</name>
<type>float</type>
<value><use>cloudpos11_y</use></value>
</uniform>
<uniform>
<name>cloudpos12_x</name>
<type>float</type>
<value><use>cloudpos12_x</use></value>
</uniform>
<uniform>
<name>cloudpos12_y</name>
<type>float</type>
<value><use>cloudpos12_y</use></value>
</uniform>
<uniform>
<name>cloudpos13_x</name>
<type>float</type>
<value><use>cloudpos13_x</use></value>
</uniform>
<uniform>
<name>cloudpos13_y</name>
<type>float</type>
<value><use>cloudpos13_y</use></value>
</uniform>
<uniform>
<name>cloudpos14_x</name>
<type>float</type>
<value><use>cloudpos14_x</use></value>
</uniform>
<uniform>
<name>cloudpos14_y</name>
<type>float</type>
<value><use>cloudpos14_y</use></value>
</uniform>
<uniform>
<name>cloudpos15_x</name>
<type>float</type>
<value><use>cloudpos15_x</use></value>
</uniform>
<uniform>
<name>cloudpos15_y</name>
<type>float</type>
<value><use>cloudpos15_y</use></value>
</uniform>
<uniform>
<name>cloudpos16_x</name>
<type>float</type>
<value><use>cloudpos16_x</use></value>
</uniform>
<uniform>
<name>cloudpos16_y</name>
<type>float</type>
<value><use>cloudpos16_y</use></value>
</uniform>
<uniform>
<name>cloudpos17_x</name>
<type>float</type>
<value><use>cloudpos17_x</use></value>
</uniform>
<uniform>
<name>cloudpos17_y</name>
<type>float</type>
<value><use>cloudpos17_y</use></value>
</uniform>
<uniform>
<name>cloudpos18_x</name>
<type>float</type>
<value><use>cloudpos18_x</use></value>
</uniform>
<uniform>
<name>cloudpos18_y</name>
<type>float</type>
<value><use>cloudpos18_y</use></value>
</uniform>
<uniform>
<name>cloudpos19_x</name>
<type>float</type>
<value><use>cloudpos19_x</use></value>
</uniform>
<uniform>
<name>cloudpos19_y</name>
<type>float</type>
<value><use>cloudpos19_y</use></value>
</uniform>
<uniform>
<name>cloudpos20_x</name>
<type>float</type>
<value><use>cloudpos20_x</use></value>
</uniform>
<uniform>
<name>cloudpos20_y</name>
<type>float</type>
<value><use>cloudpos20_y</use></value>
</uniform>
<uniform>
<name>WindE</name>
<type>float</type>
<value><use>windE</use></value>
</uniform>
<uniform>
<name>WindN</name>
<type>float</type>
<value><use>windN</use></value>
</uniform>
<uniform>
<name>use_searchlight</name>
<type>int</type>
<value> <use>use_searchlight</use></value>
</uniform>
<uniform>
<name>use_landing_light</name>
<type>int</type>
<value> <use>use_landing_light</use></value>
</uniform>
<uniform>
<name>use_alt_landing_light</name>
<type>int</type>
<value> <use>use_alt_landing_light</use></value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value><use>display_xsize</use></value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value><use>display_ysize</use></value>
</uniform>
<uniform>
<name>wind_effects</name>
<type>int</type>
<value><use>wind_effects</use></value>
</uniform>
<uniform>
<name>cloud_shadow_flag</name>
<type>int</type>
<value><use>cloud_shadow_flag</use></value>
</uniform>
<uniform>
<name>rock_strata</name>
<type>int</type>
<value><use>rock_strata</use></value>
</uniform>
<uniform>
<name>raise_vertex</name>
<type>bool</type>
<value> <use>raise_vertex</use></value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>mix_texture</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>detail_texture</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<uniform>
<name>grain_texture</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>dot_texture</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>gradient_texture</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>2</value>
<!-- AMBIENT_AND_DIFFUSE -->
</uniform>
<depth>
<function>lequal</function>
</depth>
</pass>
<pass n="2">
<lighting>true</lighting>
<material>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<emissive><use>material/emissive</use></emissive>
<shininess><use>material/shininess</use></shininess>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<!--<alpha-to-coverage>true</alpha-to-coverage>-->
<cull-face>back</cull-face>
<!--<render-bin>
<bin-number>10</bin-number>
<bin-name>GrassBin</bin-name>
</render-bin>-->
<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>
<texture-unit>
<unit>7</unit>
<type><use>texture[20]/type</use></type>
<image><use>texture[20]/image</use></image>
<filter><use>texture[20]/filter</use></filter>
<mag-filter><use>texture[20]/mag-filter</use></mag-filter>
<wrap-s><use>texture[20]/wrap-s</use></wrap-s>
<wrap-t><use>texture[20]/wrap-t</use></wrap-t>
<internal-format><use>texture[20]/internal-format</use></internal-format>
</texture-unit>
<texture-unit>
<unit>8</unit>
<type><use>texture[21]/type</use></type>
<image><use>texture[21]/image</use></image>
<filter><use>texture[21]/filter</use></filter>
<mag-filter><use>texture[21]/mag-filter</use></mag-filter>
<wrap-s><use>texture[21]/wrap-s</use></wrap-s>
<wrap-t><use>texture[21]/wrap-t</use></wrap-t>
<internal-format><use>texture[21]/internal-format</use></internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/grass-ALS.vert</vertex-shader>
<geometry-shader>Shaders/terrain-overlay-ALS.geom</geometry-shader>
<fragment-shader>Shaders/terrain-overlay-ALS.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
<fragment-shader>Shaders/cloud-shadowfunc.frag</fragment-shader>
<geometry-vertices-out type="int">96</geometry-vertices-out>
<geometry-input-type>triangles</geometry-input-type>
<geometry-output-type>triangle-strip</geometry-output-type>
</program>
<uniform>
<name>overlayPrimaryTex</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<uniform>
<name>overlaySecondaryTex</name>
<type>sampler-2d</type>
<value type="int">8</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value><use>visibility</use></value>
</uniform>
<uniform>
<name>avisibility</name>
<type>float</type>
<value><use>avisibility</use></value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value><use>scattering</use></value>
</uniform>
<uniform>
<name>overlay_bias</name>
<type>float</type>
<value><use>overlay_bias</use></value>
</uniform>
<uniform>
<name>overlay_max_height</name>
<type>float</type>
<value><use>max_overlay_height</use></value>
</uniform>
<uniform>
<name>overlay_hardness</name>
<type>float</type>
<value><use>overlay_hardness</use></value>
</uniform>
<uniform>
<name>overlay_secondary_hardness</name>
<type>float</type>
<value><use>overlay_secondary_hardness</use></value>
</uniform>
<uniform>
<name>overlay_density</name>
<type>float</type>
<value><use>overlay_density</use></value>
</uniform>
<uniform>
<name>overlay_secondary_density</name>
<type>float</type>
<value><use>overlay_secondary_density</use></value>
</uniform>
<uniform>
<name>overlay_scale</name>
<type>float</type>
<value><use>overlay_scale</use></value>
</uniform>
<uniform>
<name>overlay_brightness_top</name>
<type>float</type>
<value><use>overlay_brightness_top</use></value>
</uniform>
<uniform>
<name>overlay_brightness_bottom</name>
<type>float</type>
<value><use>overlay_brightness_bottom</use></value>
</uniform>
<uniform>
<name>overlay_steepness_factor</name>
<type>float</type>
<value><use>overlay_steepness_factor</use></value>
</uniform>
<uniform>
<name>season</name>
<type>float</type>
<value><use>season</use></value>
</uniform>
<uniform>
<name>dust_cover_factor</name>
<type>float</type>
<value><use>dust_cover_factor</use></value>
</uniform>
<uniform>
<name>wetness</name>
<type>float</type>
<value><use>wetness</use></value>
</uniform>
<uniform>
<name>snowlevel</name>
<type>float</type>
<value><use>snow_level</use></value>
</uniform>
<uniform>
<name>snow_thickness_factor</name>
<type>float</type>
<value><use>snow_thickness_factor</use></value>
</uniform>
<!-- cloud shadows -->
<uniform>
<name>cloudpos_n_x</name>
<type>float</type>
<value><use>cloudpos_n_x</use></value>
</uniform>
<uniform>
<name>cloudpos_n_y</name>
<type>float</type>
<value><use>cloudpos_n_y</use></value>
</uniform>
<!-- filtering -->
<uniform>
<name>gamma</name>
<type>float</type>
<value><use>gamma</use></value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value><use>brightness</use></value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value><use>use_night_vision</use></value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value><use>use_IR_vision</use></value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value><use>use_filtering</use></value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value><use>delta_T</use></value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value><use>fact_grey</use></value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value><use>fact_black</use></value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value><use>display_xsize</use></value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value><use>display_ysize</use></value>
</uniform>
<uniform>
<name>overlay_autumn_flag</name>
<type>int</type>
<value><use>overlay_autumn_flag</use></value>
</uniform>
<uniform>
<name>overlay_secondary_flag</name>
<type>int</type>
<value><use>overlay_secondary_flag</use></value>
</uniform>
<uniform>
<name>cloud_shadow_flag</name>
<type>int</type>
<value><use>cloud_shadow_flag</use></value>
</uniform>
<blend>
<active>true</active>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
</pass>
</technique>
</PropertyList>