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fgdata/Effects/ws30water.eff
2021-05-03 15:47:13 +01:00

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<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
<name>Effects/ws30water</name>
<parameters>
<texture n="0">
<image>Textures/Water/water-reflection.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="2">
<image>Textures/Water/waves-ver10-nm.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="3">
<image>Textures/Water/water_sine_nmap.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="4">
<image>Textures/Water/water-reflection-grey.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="5">
<image>Textures/Water/sea_foam.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="6">
<image>Textures/Water/perlin-noise-nm.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="7">
<image>Textures/Globe/ocean_depth_1.jpg</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="10">
<image>Textures/Terrain/packice-overlay.png</image>
<type>2d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<normalmap_dds type="float">0.0</normalmap_dds>
<render-bin>
<bin-number>0</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<saturation>
<use>/rendering/scene/saturation</use>
</saturation>
<status>
<use>/environment/config/enabled</use>
</status>
<overcast>
<use>/rendering/scene/overcast</use>
</overcast>
<cloud-cover n="0">
<use>/environment/clouds/layer[0]/coverage-type</use>
</cloud-cover>
<cloud-cover n="1">
<use>/environment/clouds/layer[1]/coverage-type</use>
</cloud-cover>
<cloud-cover n="2">
<use>/environment/clouds/layer[2]/coverage-type</use>
</cloud-cover>
<cloud-cover n="3">
<use>/environment/clouds/layer[3]/coverage-type</use>
</cloud-cover>
<cloud-cover n="4">
<use>/environment/clouds/layer[4]/coverage-type</use>
</cloud-cover>
<windE>
<use>/environment/sea/surface/wind-from-east-fps</use>
</windE>
<windN>
<use>/environment/sea/surface/wind-from-north-fps</use>
</windN>
<WaveFreq>
<use>/environment/wave/freq</use>
</WaveFreq>
<WaveAmp>
<use>/environment/wave/amp</use>
</WaveAmp>
<WaveSharp>
<use>/environment/wave/sharp</use>
</WaveSharp>
<WaveAngle>
<use>/environment/wave/angle</use>
</WaveAngle>
<WaveFactor>
<use>/environment/wave/factor</use>
</WaveFactor>
<WaveDAngle>
<use>/environment/wave/dangle</use>
</WaveDAngle>
<!-- fog include -->
<visibility>
<use>/environment/ground-visibility-m</use>
</visibility>
<avisibility>
<use>/environment/visibility-m</use>
</avisibility>
<lthickness>
<use>/environment/ground-haze-thickness-m</use>
</lthickness>
<scattering>
<use>/rendering/scene/scattering</use>
</scattering>
<ground_scattering>
<use>/environment/surface/scattering</use>
</ground_scattering>
<terminator>
<use>/environment/terminator-relative-position-m</use>
</terminator>
<terrain_alt>
<use>/environment/mean-terrain-elevation-m</use>
</terrain_alt>
<overcast>
<use>/rendering/scene/overcast</use>
</overcast>
<eye_alt>
<use>/sim/rendering/eye-altitude-m</use>
</eye_alt>
<cloud_self_shading>
<use>/environment/cloud-self-shading</use>
</cloud_self_shading>
<moonlight>
<use>/environment/moonlight</use>
</moonlight>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<fogstructure>
<use>/environment/fog-structure</use>
</fogstructure>
<air_pollution>
<use>/environment/air-pollution-norm</use>
</air_pollution>
<ice_cover>
<use>/environment/sea/surface/ice-cover</use>
</ice_cover>
<quality_level>
<use>/sim/rendering/shaders/landmass</use>
</quality_level>
<!-- sea colors -->
<sea_r>
<use>/environment/sea/color_r</use>
</sea_r>
<sea_g>
<use>/environment/sea/color_g</use>
</sea_g>
<sea_b>
<use>/environment/sea/color_b</use>
</sea_b>
<!-- rotor wash -->
<wash-x>
<use>/environment/aircraft-effects/wash-x</use>
</wash-x>
<wash-y>
<use>/environment/aircraft-effects/wash-y</use>
</wash-y>
<wash-strength>
<use>/environment/aircraft-effects/wash-strength</use>
</wash-strength>
<!-- filtering -->
<use_filtering>
<use>/sim/rendering/als-filters/use-filtering</use>
</use_filtering>
<gamma>
<use>/sim/rendering/als-filters/gamma</use>
</gamma>
<brightness>
<use>/sim/rendering/als-filters/brightness</use>
</brightness>
<use_night_vision>
<use>/sim/rendering/als-filters/use-night-vision</use>
</use_night_vision>
<use_IR_vision>
<use>/sim/rendering/als-filters/use-IR-vision</use>
</use_IR_vision>
<delta_T>
<use>/environment/surface/delta-T-water</use>
</delta_T>
<!-- cloud shadows -->
<cloudpos1_x>
<use>/local-weather/cloud-shadows/cloudpos-x[0]</use>
</cloudpos1_x>
<cloudpos1_y>
<use>/local-weather/cloud-shadows/cloudpos-y[0]</use>
</cloudpos1_y>
<cloudpos2_x>
<use>/local-weather/cloud-shadows/cloudpos-x[1]</use>
</cloudpos2_x>
<cloudpos2_y>
<use>/local-weather/cloud-shadows/cloudpos-y[1]</use>
</cloudpos2_y>
<cloudpos3_x>
<use>/local-weather/cloud-shadows/cloudpos-x[2]</use>
</cloudpos3_x>
<cloudpos3_y>
<use>/local-weather/cloud-shadows/cloudpos-y[2]</use>
</cloudpos3_y>
<cloudpos4_x>
<use>/local-weather/cloud-shadows/cloudpos-x[3]</use>
</cloudpos4_x>
<cloudpos4_y>
<use>/local-weather/cloud-shadows/cloudpos-y[3]</use>
</cloudpos4_y>
<cloudpos5_x>
<use>/local-weather/cloud-shadows/cloudpos-x[4]</use>
</cloudpos5_x>
<cloudpos5_y>
<use>/local-weather/cloud-shadows/cloudpos-y[4]</use>
</cloudpos5_y>
<cloudpos6_x>
<use>/local-weather/cloud-shadows/cloudpos-x[5]</use>
</cloudpos6_x>
<cloudpos6_y>
<use>/local-weather/cloud-shadows/cloudpos-y[5]</use>
</cloudpos6_y>
<cloudpos7_x>
<use>/local-weather/cloud-shadows/cloudpos-x[6]</use>
</cloudpos7_x>
<cloudpos7_y>
<use>/local-weather/cloud-shadows/cloudpos-y[6]</use>
</cloudpos7_y>
<cloudpos8_x>
<use>/local-weather/cloud-shadows/cloudpos-x[7]</use>
</cloudpos8_x>
<cloudpos8_y>
<use>/local-weather/cloud-shadows/cloudpos-y[7]</use>
</cloudpos8_y>
<cloudpos9_x>
<use>/local-weather/cloud-shadows/cloudpos-x[8]</use>
</cloudpos9_x>
<cloudpos9_y>
<use>/local-weather/cloud-shadows/cloudpos-y[8]</use>
</cloudpos9_y>
<cloudpos10_x>
<use>/local-weather/cloud-shadows/cloudpos-x[9]</use>
</cloudpos10_x>
<cloudpos10_y>
<use>/local-weather/cloud-shadows/cloudpos-y[9]</use>
</cloudpos10_y>
<cloudpos11_x>
<use>/local-weather/cloud-shadows/cloudpos-x[10]</use>
</cloudpos11_x>
<cloudpos11_y>
<use>/local-weather/cloud-shadows/cloudpos-y[10]</use>
</cloudpos11_y>
<cloudpos12_x>
<use>/local-weather/cloud-shadows/cloudpos-x[11]</use>
</cloudpos12_x>
<cloudpos12_y>
<use>/local-weather/cloud-shadows/cloudpos-y[11]</use>
</cloudpos12_y>
<cloudpos13_x>
<use>/local-weather/cloud-shadows/cloudpos-x[12]</use>
</cloudpos13_x>
<cloudpos13_y>
<use>/local-weather/cloud-shadows/cloudpos-y[12]</use>
</cloudpos13_y>
<cloudpos14_x>
<use>/local-weather/cloud-shadows/cloudpos-x[13]</use>
</cloudpos14_x>
<cloudpos14_y>
<use>/local-weather/cloud-shadows/cloudpos-y[13]</use>
</cloudpos14_y>
<cloudpos15_x>
<use>/local-weather/cloud-shadows/cloudpos-x[14]</use>
</cloudpos15_x>
<cloudpos15_y>
<use>/local-weather/cloud-shadows/cloudpos-y[14]</use>
</cloudpos15_y>
<cloudpos16_x>
<use>/local-weather/cloud-shadows/cloudpos-x[15]</use>
</cloudpos16_x>
<cloudpos16_y>
<use>/local-weather/cloud-shadows/cloudpos-y[15]</use>
</cloudpos16_y>
<cloudpos17_x>
<use>/local-weather/cloud-shadows/cloudpos-x[16]</use>
</cloudpos17_x>
<cloudpos17_y>
<use>/local-weather/cloud-shadows/cloudpos-y[16]</use>
</cloudpos17_y>
<cloudpos18_x>
<use>/local-weather/cloud-shadows/cloudpos-x[17]</use>
</cloudpos18_x>
<cloudpos18_y>
<use>/local-weather/cloud-shadows/cloudpos-y[17]</use>
</cloudpos18_y>
<cloudpos19_x>
<use>/local-weather/cloud-shadows/cloudpos-x[18]</use>
</cloudpos19_x>
<cloudpos19_y>
<use>/local-weather/cloud-shadows/cloudpos-y[18]</use>
</cloudpos19_y>
<cloudpos20_x>
<use>/local-weather/cloud-shadows/cloudpos-x[19]</use>
</cloudpos20_x>
<cloudpos20_y>
<use>/local-weather/cloud-shadows/cloudpos-y[19]</use>
</cloudpos20_y>
<cloud_shadow_flag>
<use>/local-weather/cloud-shadows/cloud-shadow-flag</use>
</cloud_shadow_flag>
<!-- END fog include -->
</parameters>
<generate>
<tangent type="int">6</tangent>
<binormal type="int">7</binormal>
</generate>
<technique n="2">
<predicate>
<and>
<property>/sim/rendering/shaders/skydome</property>
<less-equal>
<value type="float">4.0</value>
<float-property>/sim/rendering/shaders/water</float-property>
</less-equal>
<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>
</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>
<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[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>3</unit>
<image>
<use>texture[3]/image</use>
</image>
<type>
<use>texture[3]/type</use>
</type>
<filter>
<use>texture[3]/filter</use>
</filter>
<wrap-s>
<use>texture[3]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[3]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<!--<texture-unit>
<unit>4</unit>
<image>
<use>texture[4]/image</use>
</image>
<type>
<use>texture[4]/type</use>
</type>
<filter>
<use>texture[4]/filter</use>
</filter>
<wrap-s>
<use>texture[4]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[4]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[4]/internal-format</use>
</internal-format>
</texture-unit>-->
<texture-unit>
<unit>5</unit>
<image>
<use>texture[5]/image</use>
</image>
<type>
<use>texture[5]/type</use>
</type>
<filter>
<use>texture[5]/filter</use>
</filter>
<wrap-s>
<use>texture[5]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[5]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[5]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>6</unit>
<image>
<use>texture[6]/image</use>
</image>
<type>
<use>texture[6]/type</use>
</type>
<filter>
<use>texture[6]/filter</use>
</filter>
<wrap-s>
<use>texture[6]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[6]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[6]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/water-ALS.vert</vertex-shader>
<fragment-shader>Shaders/water-ALS-base.frag</fragment-shader>
<fragment-shader>Shaders/hazes.frag</fragment-shader>
<fragment-shader>Shaders/noise.frag</fragment-shader>
<fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
</program>
<!--<uniform>
<name>water_reflection</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>-->
<uniform>
<name>water_normalmap</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>water_dudvmap</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>sea_foam</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>perlin_normalmap</name>
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<!-- normalmap is .dds-->
<uniform>
<name>normalmap_dds</name>
<type>float</type>
<value>
<use>normalmap_dds</use>
</value>
</uniform>
<uniform>
<name>saturation</name>
<type>float</type>
<!--<value>0.4</value>-->
<value>
<use>saturation</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>WaveFreq</name>
<type>float</type>
<value>
<use>WaveFreq</use>
</value>
</uniform>
<uniform>
<name>WaveAmp</name>
<type>float</type>
<value>
<use>WaveAmp</use>
</value>
</uniform>
<uniform>
<name>WaveSharp</name>
<type>float</type>
<value>
<use>WaveSharp</use>
</value>
</uniform>
<uniform>
<name>WaveAngle</name>
<type>float</type>
<value>
<use>WaveAngle</use>
</value>
</uniform>
<uniform>
<name>WaveFactor</name>
<type>float</type>
<value>
<use>WaveFactor</use>
</value>
</uniform>
<uniform>
<name>WaveDAngle</name>
<type>float</type>
<value>
<use>WaveDAngle</use>
</value>
</uniform>
<!-- 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>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>cloud_self_shading</name>
<type>float</type>
<value>
<use>cloud_self_shading</use>
</value>
</uniform>
<uniform>
<name>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</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_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</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>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>
<!-- sea colors -->
<uniform>
<name>sea_r</name>
<type>float</type>
<value>
<use>sea_r</use>
</value>
</uniform>
<uniform>
<name>sea_g</name>
<type>float</type>
<value>
<use>sea_g</use>
</value>
</uniform>
<uniform>
<name>sea_b</name>
<type>float</type>
<value>
<use>sea_b</use>
</value>
</uniform>
<uniform>
<name>ocean_flag</name>
<type>int</type>
<value>1</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>
<!-- END fog include -->
</pass>
</technique>
<technique n="8">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/water</property>
<less-equal>
<value type="float">4.0</value>
<float-property>/sim/rendering/shaders/water</float-property>
</less-equal>
<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>
</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>
<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>
<!-- Hardcoded texture unit as we don't do a material lookup -->
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>Textures/Terrain/water.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
<texture-unit>
<unit>1</unit>
<type>noise</type>
</texture-unit>
<texture-unit>
<unit>2</unit>
<image>
<use>texture[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>3</unit>
<image>
<use>texture[3]/image</use>
</image>
<type>
<use>texture[3]/type</use>
</type>
<filter>
<use>texture[3]/filter</use>
</filter>
<wrap-s>
<use>texture[3]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[3]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>4</unit>
<image>
<use>texture[4]/image</use>
</image>
<type>
<use>texture[4]/type</use>
</type>
<filter>
<use>texture[4]/filter</use>
</filter>
<wrap-s>
<use>texture[4]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[4]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[4]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>5</unit>
<image>
<use>texture[5]/image</use>
</image>
<type>
<use>texture[5]/type</use>
</type>
<filter>
<use>texture[5]/filter</use>
</filter>
<wrap-s>
<use>texture[5]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[5]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[5]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>6</unit>
<image>
<use>texture[6]/image</use>
</image>
<type>
<use>texture[6]/type</use>
</type>
<filter>
<use>texture[6]/filter</use>
</filter>
<wrap-s>
<use>texture[6]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[6]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[6]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>7</unit>
<image>
<use>texture[7]/image</use>
</image>
<type>
<use>texture[7]/type</use>
</type>
<filter>
<use>texture[7]/filter</use>
</filter>
<wrap-s>
<use>texture[7]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[7]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[7]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/water-ALS.vert</vertex-shader>
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
<fragment-shader>Shaders/water-ALS-high.frag</fragment-shader>
</program>
<uniform>
<name>water_reflection</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>Noise</name>
<type>sampler-3d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>water_normalmap</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>water_dudvmap</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>water_reflection_grey</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>sea_foam</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>perlin_normalmap</name>
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<uniform>
<name>topo_map</name>
<type>sampler-2d</type>
<value type="int">7</value>
</uniform>
<!-- normalmap is .dds-->
<uniform>
<name>normalmap_dds</name>
<type>float</type>
<value>
<use>normalmap_dds</use>
</value>
</uniform>
<uniform>
<name>saturation</name>
<type>float</type>
<!--<value>0.4</value>-->
<value>
<use>saturation</use>
</value>
</uniform>
<uniform>
<name>CloudCover0</name>
<type>float</type>
<value>
<use>cloud-cover[0]</use>
</value>
</uniform>
<uniform>
<name>CloudCover1</name>
<type>float</type>
<value>
<use>cloud-cover[1]</use>
</value>
</uniform>
<uniform>
<name>CloudCover2</name>
<type>float</type>
<value>
<use>cloud-cover[2]</use>
</value>
</uniform>
<uniform>
<name>CloudCover3</name>
<type>float</type>
<value>
<use>cloud-cover[3]</use>
</value>
</uniform>
<uniform>
<name>CloudCover4</name>
<type>float</type>
<value>
<use>cloud-cover[4]</use>
</value>
</uniform>
<!-- <uniform>
<name>CloudCoverLo</name>
<type>float-vec3</type>
<value>
<use>cloud-cover-lo</use>
</value>
</uniform>
<uniform>
<name>CloudCoverHi</name>
<type>float-vec3</type>
<value>
<use>cloud-cover-hi</use>
</value>
</uniform>-->
<uniform>
<name>Status</name>
<type>int</type>
<value>
<use>status</use>
</value>
<!--<value type="int">0</value> -->
</uniform>
<uniform>
<name>Overcast</name>
<type>float</type>
<value>
<use>overcast</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>WaveFreq</name>
<type>float</type>
<value>
<use>WaveFreq</use>
</value>
</uniform>
<uniform>
<name>WaveAmp</name>
<type>float</type>
<value>
<use>WaveAmp</use>
</value>
</uniform>
<uniform>
<name>WaveSharp</name>
<type>float</type>
<value>
<use>WaveSharp</use>
</value>
</uniform>
<uniform>
<name>WaveAngle</name>
<type>float</type>
<value>
<use>WaveAngle</use>
</value>
</uniform>
<uniform>
<name>WaveFactor</name>
<type>float</type>
<value>
<use>WaveFactor</use>
</value>
</uniform>
<uniform>
<name>WaveDAngle</name>
<type>float</type>
<value>
<use>WaveDAngle</use>
</value>
</uniform>
<!-- 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 -->
</pass>
</technique>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/shaders/water</property>
<less-equal>
<value type="float">2.0</value>
<float-property>/sim/rendering/shaders/water</float-property>
</less-equal>
<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>
</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>
<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>
<!-- Hardcoded texture unit as we don't do a material lookup -->
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>Textures/Terrain/water.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
<texture-unit>
<unit>2</unit>
<image>
<use>texture[2]/image</use>
</image>
<type>
<use>texture[2]/type</use>
</type>
<filter>
<use>texture[2]/filter</use>
</filter>
<wrap-s>
<use>texture[2]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[2]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[2]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>3</unit>
<image>
<use>texture[3]/image</use>
</image>
<type>
<use>texture[3]/type</use>
</type>
<filter>
<use>texture[3]/filter</use>
</filter>
<wrap-s>
<use>texture[3]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[3]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[3]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>4</unit>
<image>
<use>texture[4]/image</use>
</image>
<type>
<use>texture[4]/type</use>
</type>
<filter>
<use>texture[4]/filter</use>
</filter>
<wrap-s>
<use>texture[4]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[4]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[4]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>5</unit>
<image>
<use>texture[5]/image</use>
</image>
<type>
<use>texture[5]/type</use>
</type>
<filter>
<use>texture[5]/filter</use>
</filter>
<wrap-s>
<use>texture[5]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[5]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[5]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>6</unit>
<image>
<use>texture[6]/image</use>
</image>
<type>
<use>texture[6]/type</use>
</type>
<filter>
<use>texture[6]/filter</use>
</filter>
<wrap-s>
<use>texture[6]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[6]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[6]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/water-ALS.vert</vertex-shader>
<fragment-shader>Shaders/include_fog.frag</fragment-shader>
<fragment-shader>Shaders/water-ALS-base.frag</fragment-shader>
</program>
<uniform>
<name>water_reflection</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>water_normalmap</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>water_dudvmap</name>
<type>sampler-2d</type>
<value type="int">3</value>
</uniform>
<uniform>
<name>water_reflection_grey</name>
<type>sampler-2d</type>
<value type="int">4</value>
</uniform>
<uniform>
<name>sea_foam</name>
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>perlin_normalmap</name>
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<!-- normalmap is .dds-->
<uniform>
<name>normalmap_dds</name>
<type>float</type>
<value>
<use>normalmap_dds</use>
</value>
</uniform>
<uniform>
<name>saturation</name>
<type>float</type>
<!--<value>0.4</value>-->
<value>
<use>saturation</use>
</value>
</uniform>
<uniform>
<name>CloudCover0</name>
<type>float</type>
<value>
<use>cloud-cover[0]</use>
</value>
</uniform>
<uniform>
<name>CloudCover1</name>
<type>float</type>
<value>
<use>cloud-cover[1]</use>
</value>
</uniform>
<uniform>
<name>CloudCover2</name>
<type>float</type>
<value>
<use>cloud-cover[2]</use>
</value>
</uniform>
<uniform>
<name>CloudCover3</name>
<type>float</type>
<value>
<use>cloud-cover[3]</use>
</value>
</uniform>
<uniform>
<name>CloudCover4</name>
<type>float</type>
<value>
<use>cloud-cover[4]</use>
</value>
</uniform>
<uniform>
<name>Status</name>
<type>int</type>
<value>
<use>status</use>
</value>
</uniform>
<uniform>
<name>Overcast</name>
<type>float</type>
<value>
<use>overcast</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> unused?
<name>WindFrom</name>
<type>float</type>
<value>
<use>wind-from</use>
</value>
</uniform-->
<uniform>
<name>WaveFreq</name>
<type>float</type>
<value>
<use>WaveFreq</use>
</value>
</uniform>
<uniform>
<name>WaveAmp</name>
<type>float</type>
<value>
<use>WaveAmp</use>
</value>
</uniform>
<uniform>
<name>WaveSharp</name>
<type>float</type>
<value>
<use>WaveSharp</use>
</value>
</uniform>
<uniform>
<name>WaveAngle</name>
<type>float</type>
<value>
<use>WaveAngle</use>
</value>
</uniform>
<uniform>
<name>WaveFactor</name>
<type>float</type>
<value>
<use>WaveFactor</use>
</value>
</uniform>
<uniform>
<name>WaveDAngle</name>
<type>float</type>
<value>
<use>WaveDAngle</use>
</value>
</uniform>
<!-- 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 -->
</pass>
</technique>
<technique n="12">
<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>
<!-- Hardcoded texture unit as we don't do a material lookup -->
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>Textures/Terrain/water.png</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<environment>
<mode>modulate</mode>
</environment>
</texture-unit>
</pass>
</technique>
</PropertyList>