697 lines
21 KiB
XML
697 lines
21 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/model-default</name>
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<!-- <inherits-from>Effects/shadow</inherits-from> -->
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<parameters>
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<texture n ="0">
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<type>white</type>
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</texture>
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<vertex-program-two-side type="bool">false</vertex-program-two-side>
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<material>
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<color-mode-uniform>1</color-mode-uniform>
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<!-- DIFFUSE -->
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</material>
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<material-id>0</material-id>
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<!-- BEGIN fog include -->
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<visibility><use>/environment/ground-visibility-m</use></visibility>
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<avisibility><use>/environment/visibility-m</use></avisibility>
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<lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
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<scattering><use>/rendering/scene/scattering</use></scattering>
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<ground_scattering><use>/environment/surface/scattering</use></ground_scattering>
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<terminator><use>/environment/terminator-relative-position-m</use></terminator>
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<terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
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<overcast><use>/rendering/scene/overcast</use></overcast>
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<eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
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<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
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<moonlight><use>/environment/moonlight</use></moonlight>
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<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
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<air_pollution><use>/environment/air-pollution-norm</use></air_pollution>
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<use_filtering><use>/sim/rendering/als-filters/use-filtering</use></use_filtering>
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<gamma><use>/sim/rendering/als-filters/gamma</use></gamma>
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<brightness><use>/sim/rendering/als-filters/brightness</use></brightness>
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<delta_T><use>/environment/surface/delta-T-structure</use></delta_T>
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<fact_grey><use>/sim/rendering/als-filters/grey-factor</use></fact_grey>
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<fact_black><use>/sim/rendering/als-filters/black-factor</use></fact_black>
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<use_night_vision><use>/sim/rendering/als-filters/use-night-vision</use></use_night_vision>
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<use_IR_vision><use>/sim/rendering/als-filters/use-IR-vision</use></use_IR_vision>
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<display_xsize><use>/sim/startup/xsize</use></display_xsize>
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<display_ysize><use>/sim/startup/ysize</use></display_ysize>
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<view_pitch_offset><use>/sim/current-view/pitch-offset-deg</use></view_pitch_offset>
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<view_heading_offset><use>/sim/current-view/heading-offset-deg</use></view_heading_offset>
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<view_fov><use>/sim/current-view/field-of-view</use></view_fov>
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<use_searchlight><use>/sim/rendering/als-secondary-lights/use-searchlight</use></use_searchlight>
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<use_landing_light><use>/sim/rendering/als-secondary-lights/use-landing-light</use></use_landing_light>
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<use_alt_landing_light><use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use></use_alt_landing_light>
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<landing_light1_offset><use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use></landing_light1_offset>
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<landing_light2_offset><use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use></landing_light2_offset>
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<landing_light3_offset><use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use></landing_light3_offset>
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<use_geo_light type="int">0</use_geo_light>
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<geo_light_r type="float">0.0</geo_light_r>
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<geo_light_g type="float">0.0</geo_light_g>
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<geo_light_b type="float">0.0</geo_light_b>
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<geo_light_x type="float">0.0</geo_light_x>
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<geo_light_y type="float">0.0</geo_light_y>
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<geo_light_z type="float">0.0</geo_light_z>
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<geo_light_radius type="float">0.0</geo_light_radius>
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<geo_ambience type="float">0.0</geo_ambience>
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<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
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<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
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<!-- END fog include -->
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<!-- BEGIN shadows include -->
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<shadows_enabled>
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<use>/sim/rendering/shadows/enabled</use>
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</shadows_enabled>
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<sun_atlas_size>
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<use>/sim/rendering/shadows/sun-atlas-size</use>
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</sun_atlas_size>
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<!-- END shadows include -->
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</parameters>
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<technique n="5">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<active><use>material/active</use></active>
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<ambient><use>material/ambient</use></ambient>
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<diffuse><use>material/diffuse</use></diffuse>
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<specular><use>material/specular</use></specular>
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<emissive><use>material/emissive</use></emissive>
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<shininess><use>material/shininess</use></shininess>
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<color-mode><use>material/color-mode</use></color-mode>
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</material>
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<blend>
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<active><use>blend/active</use></active>
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<source><use>blend/source</use></source>
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<destination><use>blend/destination</use></destination>
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</blend>
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<shade-model><use>shade-model</use></shade-model>
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<cull-face><use>cull-face</use></cull-face>
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<!--<render-bin>
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<bin-number>1</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>-->
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<rendering-hint><use>rendering-hint</use></rendering-hint>
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<texture-unit>
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<!-- The texture unit is always active because the shaders expect
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that. -->
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<unit>0</unit>
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<!-- If there is a texture, the type in the derived effect
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will be "2d". -->
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<!--
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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-->
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</texture-unit>
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<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<program>
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<vertex-shader>Shaders/generic-ALS-base.vert</vertex-shader>
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<vertex-shader>Shaders/shadows-include.vert</vertex-shader>
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<fragment-shader>Shaders/model-ALS-base.frag</fragment-shader>
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<fragment-shader>Shaders/hazes.frag</fragment-shader>
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<fragment-shader>Shaders/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/noise.frag</fragment-shader>
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<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
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<fragment-shader>Shaders/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/clustered-include.frag</fragment-shader>
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</program>
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value><use>visibility</use></value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value><use>avisibility</use></value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value><use>lthickness</use></value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value><use>scattering</use></value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>ground_scattering</name>
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<type>float</type>
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<value><use>ground_scattering</use></value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>terrain_alt</name>
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<type>float</type>
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<value><use>terrain_alt</use></value>
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</uniform>
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<uniform>
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<name>overcast</name>
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<type>float</type>
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<value><use>overcast</use></value>
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</uniform>
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<uniform>
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<name>eye_alt</name>
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<type>float</type>
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<value><use>eye_alt</use></value>
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</uniform>
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<uniform>
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<name>cloud_self_shading</name>
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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</uniform>
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<uniform>
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<name>moonlight</name>
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<type>float</type>
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<value><use>moonlight</use></value>
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</uniform>
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<uniform>
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<name>air_pollution</name>
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<type>float</type>
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<value><use>air_pollution</use></value>
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</uniform>
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<uniform>
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<name>gamma</name>
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<type>float</type>
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<value><use>gamma</use></value>
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</uniform>
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<uniform>
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<name>brightness</name>
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<type>float</type>
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<value><use>brightness</use></value>
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</uniform>
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<uniform>
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<name>use_filtering</name>
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<type>bool</type>
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<value><use>use_filtering</use></value>
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</uniform>
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<uniform>
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<name>use_night_vision</name>
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<type>bool</type>
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<value><use>use_night_vision</use></value>
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</uniform>
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<uniform>
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<name>use_IR_vision</name>
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<type>bool</type>
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<value><use>use_IR_vision</use></value>
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</uniform>
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<uniform>
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<name>delta_T</name>
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<type>float</type>
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<value><use>delta_T</use></value>
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</uniform>
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<uniform>
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<name>fact_grey</name>
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<type>float</type>
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<value><use>fact_grey</use></value>
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</uniform>
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<uniform>
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<name>fact_black</name>
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<type>float</type>
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<value><use>fact_black</use></value>
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</uniform>
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<uniform>
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<name>view_pitch_offset</name>
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<type>float</type>
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<value><use>view_pitch_offset</use></value>
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</uniform>
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<uniform>
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<name>view_heading_offset</name>
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<type>float</type>
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<value><use>view_heading_offset</use></value>
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</uniform>
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<uniform>
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<name>field_of_view</name>
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<type>float</type>
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<value><use>view_fov</use></value>
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</uniform>
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<uniform>
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<name>landing_light1_offset</name>
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<type>float</type>
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<value><use>landing_light1_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light2_offset</name>
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<type>float</type>
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<value><use>landing_light2_offset</use></value>
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</uniform>
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<uniform>
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<name>landing_light3_offset</name>
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<type>float</type>
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<value><use>landing_light3_offset</use></value>
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</uniform>
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<uniform>
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<name>geo_light_r</name>
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<type>float</type>
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<value><use>geo_light_r</use></value>
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</uniform>
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<uniform>
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<name>geo_light_g</name>
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<type>float</type>
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<value><use>geo_light_g</use></value>
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</uniform>
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<uniform>
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<name>geo_light_b</name>
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<type>float</type>
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<value><use>geo_light_b</use></value>
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</uniform>
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<uniform>
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<name>geo_light_x</name>
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<type>float</type>
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<value><use>geo_light_x</use></value>
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</uniform>
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<uniform>
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<name>geo_light_y</name>
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<type>float</type>
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<value><use>geo_light_y</use></value>
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</uniform>
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<uniform>
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<name>geo_light_z</name>
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<type>float</type>
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<value><use>geo_light_z</use></value>
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</uniform>
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<uniform>
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<name>geo_light_radius</name>
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<type>float</type>
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<value><use>geo_light_radius</use></value>
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</uniform>
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<uniform>
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<name>geo_ambience</name>
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<type>float</type>
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<value><use>geo_ambience</use></value>
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</uniform>
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<uniform>
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<name>texture</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>colorMode</name>
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<type>int</type>
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<value><use>material/color-mode-uniform</use></value>
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</uniform>
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<uniform>
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<name>use_searchlight</name>
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<type>int</type>
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<value> <use>use_searchlight</use></value>
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</uniform>
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<uniform>
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<name>use_landing_light</name>
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<type>int</type>
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<value> <use>use_landing_light</use></value>
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</uniform>
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<uniform>
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<name>use_alt_landing_light</name>
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<type>int</type>
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<value> <use>use_alt_landing_light</use></value>
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</uniform>
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<uniform>
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<name>use_geo_light</name>
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<type>int</type>
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<value> <use>use_geo_light</use></value>
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</uniform>
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<uniform>
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<name>display_xsize</name>
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<type>int</type>
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<value><use>display_xsize</use></value>
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</uniform>
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<uniform>
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<name>display_ysize</name>
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<type>int</type>
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<value><use>display_ysize</use></value>
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</uniform>
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<uniform>
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<name>quality_level</name>
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<type>int</type>
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<value><use>quality_level</use></value>
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</uniform>
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<uniform>
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<name>tquality_level</name>
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<type>int</type>
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<value><use>tquality_level</use></value>
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</uniform>
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<!-- BEGIN shadows include -->
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<uniform>
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<name>shadow_tex</name>
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<type>sampler-2d</type>
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<value type="int">10</value>
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</uniform>
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<uniform>
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<name>shadows_enabled</name>
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<type>bool</type>
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<value>
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<use>shadows_enabled</use>
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</value>
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</uniform>
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<uniform>
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<name>sun_atlas_size</name>
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<type>int</type>
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<value>
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<use>sun_atlas_size</use>
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</value>
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</uniform>
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<!-- END shadows include -->
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</pass>
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</technique>
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<technique n="11">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/use-shaders</property>
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<or>
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<less-equal>
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<value type="float">2.0</value>
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<glversion/>
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</less-equal>
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<and>
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<extension-supported>GL_ARB_shader_objects</extension-supported>
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<extension-supported>GL_ARB_shading_language_100</extension-supported>
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<extension-supported>GL_ARB_vertex_shader</extension-supported>
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<extension-supported>GL_ARB_fragment_shader</extension-supported>
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</and>
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</or>
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</and>
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</predicate>
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<pass>
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<lighting>true</lighting>
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<material>
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<active>
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<use>material/active</use>
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</active>
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<ambient>
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<use>material/ambient</use>
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</ambient>
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<diffuse>
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<use>material/diffuse</use>
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</diffuse>
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<specular>
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<use>material/specular</use>
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</specular>
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<emissive>
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<use>material/emissive</use>
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</emissive>
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<shininess>
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<use>material/shininess</use>
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</shininess>
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<color-mode>
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<use>material/color-mode</use>
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</color-mode>
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</material>
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<blend>
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<active>
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<use>blend/active</use>
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</active>
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<source>
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<use>blend/source</use>
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</source>
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<destination>
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<use>blend/destination</use>
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</destination>
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</blend>
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<shade-model>
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<use>shade-model</use>
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</shade-model>
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<cull-face>
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<use>cull-face</use>
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</cull-face>
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<rendering-hint>
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<use>rendering-hint</use>
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</rendering-hint>
|
|
<texture-unit>
|
|
<!-- The texture unit is always active because the shaders expect
|
|
that. -->
|
|
<unit>0</unit>
|
|
<!-- If there is a texture, the type in the derived effect
|
|
will be "2d". -->
|
|
<type>
|
|
<use>texture[0]/type</use>
|
|
</type>
|
|
<image>
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<use>texture[0]/image</use>
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</image>
|
|
<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>
|
|
<vertex-program-two-side>
|
|
<use>vertex-program-two-side</use>
|
|
</vertex-program-two-side>
|
|
<program n="0">
|
|
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> --> <!--fog include-->
|
|
<vertex-shader n="1">Shaders/default.vert</vertex-shader>
|
|
<vertex-shader n="2">Shaders/shadows-include.vert</vertex-shader>
|
|
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader> <!--fog include-->
|
|
<fragment-shader n="1">Shaders/default.frag</fragment-shader>
|
|
<fragment-shader n="2">Shaders/shadows-include.frag</fragment-shader>
|
|
<fragment-shader n="3">Shaders/clustered-include.frag</fragment-shader>
|
|
</program>
|
|
<!-- BEGIN fog include -->
|
|
<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>terminator</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>terminator</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>fogType</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>fogtype</use>
|
|
</value>
|
|
</uniform>
|
|
<!-- END fog include -->
|
|
<uniform>
|
|
<name>texture</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>colorMode</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>material/color-mode-uniform</use>
|
|
</value>
|
|
</uniform>
|
|
<!-- BEGIN shadows include -->
|
|
<uniform>
|
|
<name>shadow_tex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">10</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>shadows_enabled</name>
|
|
<type>bool</type>
|
|
<value>
|
|
<use>shadows_enabled</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>sun_atlas_size</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>sun_atlas_size</use>
|
|
</value>
|
|
</uniform>
|
|
<!-- END shadows include -->
|
|
</pass>
|
|
</technique>
|
|
<technique n="13">
|
|
<pass>
|
|
<lighting>true</lighting>
|
|
<material>
|
|
<active>
|
|
<use>material/active</use>
|
|
</active>
|
|
<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>
|
|
<use>material/color-mode</use>
|
|
</color-mode>
|
|
</material>
|
|
<blend>
|
|
<active>
|
|
<use>blend/active</use>
|
|
</active>
|
|
<source>
|
|
<use>blend/source</use>
|
|
</source>
|
|
<destination>
|
|
<use>blend/destination</use>
|
|
</destination>
|
|
</blend>
|
|
<shade-model>
|
|
<use>shade-model</use>
|
|
</shade-model>
|
|
<cull-face>
|
|
<use>cull-face</use>
|
|
</cull-face>
|
|
<rendering-hint>
|
|
<use>rendering-hint</use>
|
|
</rendering-hint>
|
|
<texture-unit>
|
|
<active>
|
|
<use>texture[0]/active</use>
|
|
</active>
|
|
<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>
|
|
-->
|
|
<environment>
|
|
<mode>modulate</mode>
|
|
</environment>
|
|
</texture-unit>
|
|
<!-- A two-sided lighting model is set by default near the root
|
|
of the scene graph. Perhaps that ought to be set in this
|
|
effect?
|
|
-->
|
|
</pass>
|
|
</technique>
|
|
|
|
<technique n="109">
|
|
<scheme>hdr-geometry</scheme>
|
|
<pass>
|
|
<!-- Reverse floating point depth buffer -->
|
|
<depth>
|
|
<function>gequal</function>
|
|
<near>1.0</near>
|
|
<far>0.0</far>
|
|
</depth>
|
|
<texture-unit>
|
|
<unit>0</unit>
|
|
<type><use>texture[0]/type</use></type>
|
|
<image><use>texture[0]/image</use></image>
|
|
<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>
|
|
</texture-unit>
|
|
<blend>0</blend>
|
|
<rendering-hint>opaque</rendering-hint>
|
|
<cull-face><use>cull-face</use></cull-face>
|
|
<program>
|
|
<vertex-shader>Shaders/HDR/geometry.vert</vertex-shader>
|
|
<fragment-shader>Shaders/HDR/geometry.frag</fragment-shader>
|
|
<fragment-shader>Shaders/HDR/gbuffer-include.frag</fragment-shader>
|
|
</program>
|
|
<uniform>
|
|
<name>color_tex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">0</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>color_mode</name>
|
|
<type>int</type>
|
|
<value><use>material/color-mode</use></value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>material_diffuse</name>
|
|
<type>float-vec4</type>
|
|
<value><use>material/diffuse</use></value>
|
|
</uniform>
|
|
</pass>
|
|
</technique>
|
|
|
|
</PropertyList>
|