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fgdata/Compositor/Effects/tree.eff
2019-10-26 01:42:48 +02:00

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<?xml version='1.0' encoding='UTF-8'?>
<!-- Effects files for trees, which are placed by a shader. -->
<!-- Trees are drawn in two passes. The first draws the opaque parts
with z writes enabled. The second draws the the transparent bits
with z testing enabled and z writes disabled. The transparent
tree silhouettes will blend correctly against the opaque
geometry. They may cause artifacts when blending against other
edges, but the overall "forest" is supposed to be nice and
fuzzy. There might also be artifacts when blending over other
transparent objects, but that's mostly unavoidable.
Note: no sorting needed! -->
<PropertyList>
<name>Effects/tree</name>
<parameters>
<texture n="0">
</texture>
<!-- fog include -->
<num_deciduous_trees>0</num_deciduous_trees>
<forest_effect_size>200.0</forest_effect_size>
<forest_effect_shape>1.5</forest_effect_shape>
<use_forest_effect>true</use_forest_effect>
<use_tree_shadows>true</use_tree_shadows>
<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>
<fogtype>
<use>/sim/rendering/shaders/skydome</use>
</fogtype>
<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>
<snow_level>
<use>/environment/snow-level-m</use>
</snow_level>
<season>
<use>/environment/tree-season</use>
</season>
<cseason>
<use>/environment/season</use>
</cseason>
<dust_cover_factor>
<use>/environment/surface/dust-cover-factor</use>
</dust_cover_factor>
<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>
<cloud_self_shading>
<use>/environment/cloud-self-shading</use>
</cloud_self_shading>
<quality_level>
<use>/sim/rendering/shaders/landmass</use>
</quality_level>
<tquality_level>
<use>/sim/rendering/shaders/transition</use>
</tquality_level>
<wind_effects>
<use>/sim/rendering/shaders/wind-effects</use>
</wind_effects>
<forest_effects>
<use>/sim/rendering/shaders/forest</use>
</forest_effects>
<windE>
<use>/environment/sea/surface/wind-from-east-fps</use>
</windE>
<windN>
<use>/environment/sea/surface/wind-from-north-fps</use>
</windN>
<display_xsize>
<use>/sim/startup/xsize</use>
</display_xsize>
<display_ysize>
<use>/sim/startup/ysize</use>
</display_ysize>
<view_pitch_offset>
<use>/sim/current-view/pitch-offset-deg</use>
</view_pitch_offset>
<view_heading_offset>
<use>/sim/current-view/heading-offset-deg</use>
</view_heading_offset>
<view_fov>
<use>/sim/current-view/field-of-view</use>
</view_fov>
<use_searchlight>
<use>/sim/rendering/als-secondary-lights/use-searchlight</use>
</use_searchlight>
<use_landing_light>
<use>/sim/rendering/als-secondary-lights/use-landing-light</use>
</use_landing_light>
<use_alt_landing_light>
<use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use>
</use_alt_landing_light>
<landing_light1_offset>
<use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use>
</landing_light1_offset>
<landing_light2_offset>
<use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use>
</landing_light2_offset>
<landing_light3_offset>
<use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use>
</landing_light3_offset>
<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>
<fact_grey>
<use>/sim/rendering/als-filters/grey-factor</use>
</fact_grey>
<fact_black>
<use>/sim/rendering/als-filters/black-factor</use>
</fact_black>
<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-vegetation</use>
</delta_T>
<use_optimization>
<use>/sim/rendering/random-vegetation-optimize</use>
</use_optimization>
<tree_patches>false</tree_patches>
<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>
<technique n="8">
<predicate>
<and>
<property>/sim/rendering/shaders/quality-level</property>
<property>/sim/rendering/random-vegetation</property>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<lighting>true</lighting>
<material>
<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient>
<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-test>
<comparison>gequal</comparison>
<reference type="float">0.33</reference>
</alpha-test>
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>
<use>texture[0]/image</use>
</image>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture-unit>
<program>
<!-- <vertex-shader>Shaders/Default/include_fog.vert</vertex-shader> -->
<vertex-shader>Shaders/Default/tree.vert</vertex-shader>
<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/Default/tree.frag</fragment-shader>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</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>
<uniform>
<name>season</name>
<type>float</type>
<value>
<use>season</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
<pass n="1">
<lighting>true</lighting>
<material>
<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient>
<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<render-bin>
<bin-number>2</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<alpha-test>
<comparison>less</comparison>
<reference type="float">0.33</reference>
</alpha-test>
<blend>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>
<use>texture[0]/image</use>
</image>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture-unit>
<program>
<!-- <vertex-shader n="0">Shaders/Default/include_fog.vert</vertex-shader> -->
<vertex-shader n="1">Shaders/Default/tree.vert</vertex-shader>
<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/Default/tree.frag</fragment-shader>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</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>terminator</name>
<type>float</type>
<value>
<use>terminator</use>
</value>
</uniform>
<uniform>
<name>fogType</name>
<type>int</type>
<value>
<use>fogtype</use>
</value>
</uniform>
<uniform>
<name>season</name>
<type>float</type>
<value>
<use>season</use>
</value>
</uniform>
</pass>
</technique>
<technique n="9">
<predicate>
<and>
<property>/sim/rendering/random-vegetation</property>
<property>/sim/rendering/multi-sample-buffers</property>
<less-equal>
<value type="float">1.0</value>
<float-property>/sim/rendering/multi-samples</float-property>
</less-equal>
<extension-supported>GL_ARB_multisample</extension-supported>
<extension-supported>GL_ARB_vertex_shader</extension-supported>
<extension-supported>GL_ARB_fragment_shader</extension-supported>
<less-equal>
<value type="float">1.0</value>
<shader-language/>
</less-equal>
</and>
</predicate>
<pass n="0">
<lighting>true</lighting>
<material>
<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient>
<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<alpha-to-coverage>true</alpha-to-coverage>
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>
<use>texture[0]/image</use>
</image>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture-unit>
<program>
<!-- <vertex-shader>Shaders/Default/include_fog.vert</vertex-shader> -->
<vertex-shader>Shaders/Default/tree.vert</vertex-shader>
<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
<fragment-shader n="1">Shaders/Default/tree.frag</fragment-shader>
</program>
<uniform>
<name>baseTexture</name>
<type>sampler-2d</type>
<value type="int">0</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>
<uniform>
<name>season</name>
<type>float</type>
<value>
<use>season</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
</technique>
<technique n="17">
<scheme>als-lighting</scheme>
<predicate>
<and>
<property>/sim/rendering/random-vegetation</property>
<property>/sim/rendering/multi-sample-buffers</property>
<property>/sim/rendering/random-vegetation-shadows</property>
<less-equal>
<value type="float">1.0</value>
<float-property>/sim/rendering/multi-samples</float-property>
</less-equal>
<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_ARB_multisample</extension-supported>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient>
<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>
<use>texture[0]/image</use>
</image>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture-unit>
<alpha-to-coverage>true</alpha-to-coverage>
<program>
<vertex-shader>Shaders/ALS/tree-shadow.vert</vertex-shader>
<vertex-shader>Shaders/ALS/noise.frag</vertex-shader>
<vertex-shader>Shaders/ALS/cloud-shadowfunc.frag</vertex-shader>
<fragment-shader>Shaders/ALS/tree-shadow.frag</fragment-shader>
<fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
</program>
<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>cloud_self_shading</name>
<type>float</type>
<value>
<use>cloud_self_shading</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>dust_cover_factor</name>
<type>float</type>
<value>
<use>dust_cover_factor</use>
</value>
</uniform>
<uniform>
<name>snow_level</name>
<type>float</type>
<value>
<use>snow_level</use>
</value>
</uniform>
<uniform>
<name>season</name>
<type>float</type>
<value>
<use>season</use>
</value>
</uniform>
<uniform>
<name>cseason</name>
<type>float</type>
<value>
<use>cseason</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>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<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>cloud_shadow_flag</name>
<type>int</type>
<value>
<use>cloud_shadow_flag</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>num_deciduous_trees</name>
<type>int</type>
<value>
<use>num_deciduous_trees</use>
</value>
</uniform>
<uniform>
<name>use_forest_effect</name>
<type>bool</type>
<value>
<use>use_forest_effect</use>
</value>
</uniform>
<uniform>
<name>use_tree_shadows</name>
<type>bool</type>
<value>
<use>use_tree_shadows</use>
</value>
</uniform>
<uniform>
<name>use_optimization</name>
<type>bool</type>
<value>
<use>use_optimization</use>
</value>
</uniform>
<uniform>
<name>tree_patches</name>
<type>bool</type>
<value>
<use>tree_patches</use>
</value>
</uniform>
<uniform>
<name>forest_effect_size</name>
<type>float</type>
<value>
<use>forest_effect_size</use>
</value>
</uniform>
<uniform>
<name>forest_effect_shape</name>
<type>float</type>
<value>
<use>forest_effect_shape</use>
</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>2</value>
<!-- AMBIENT_AND_DIFFUSE -->
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
<value>
<use>quality_level</use>
</value>
</uniform>
<uniform>
<name>tquality_level</name>
<type>int</type>
<value>
<use>tquality_level</use>
</value>
</uniform>
<uniform>
<name>wind_effects</name>
<type>int</type>
<value>
<use>wind_effects</use>
</value>
</uniform>
<uniform>
<name>forest_effects</name>
<type>int</type>
<value>
<use>forest_effects</use>
</value>
</uniform>
</pass>
</technique>
<technique n="18">
<scheme>als-lighting</scheme>
<predicate>
<and>
<property>/sim/rendering/random-vegetation</property>
<property>/sim/rendering/multi-sample-buffers</property>
<less-equal>
<value type="float">1.0</value>
<float-property>/sim/rendering/multi-samples</float-property>
</less-equal>
<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_ARB_multisample</extension-supported>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<ambient type="vec4d">1.0 1.0 1.0 1.0</ambient>
<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>
<use>texture[0]/image</use>
</image>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture-unit>
<alpha-to-coverage>true</alpha-to-coverage>
<program>
<vertex-shader>Shaders/ALS/tree.vert</vertex-shader>
<vertex-shader>Shaders/ALS/noise.frag</vertex-shader>
<vertex-shader>Shaders/ALS/cloud-shadowfunc.frag</vertex-shader>
<fragment-shader>Shaders/ALS/tree.frag</fragment-shader>
<fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
</program>
<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>cloud_self_shading</name>
<type>float</type>
<value>
<use>cloud_self_shading</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>dust_cover_factor</name>
<type>float</type>
<value>
<use>dust_cover_factor</use>
</value>
</uniform>
<uniform>
<name>snow_level</name>
<type>float</type>
<value>
<use>snow_level</use>
</value>
</uniform>
<uniform>
<name>season</name>
<type>float</type>
<value>
<use>season</use>
</value>
</uniform>
<uniform>
<name>cseason</name>
<type>float</type>
<value>
<use>cseason</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>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<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>cloud_shadow_flag</name>
<type>int</type>
<value>
<use>cloud_shadow_flag</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>num_deciduous_trees</name>
<type>int</type>
<value>
<use>num_deciduous_trees</use>
</value>
</uniform>
<uniform>
<name>use_forest_effect</name>
<type>bool</type>
<value>
<use>use_forest_effect</use>
</value>
</uniform>
<uniform>
<name>forest_effect_size</name>
<type>float</type>
<value>
<use>forest_effect_size</use>
</value>
</uniform>
<uniform>
<name>forest_effect_shape</name>
<type>float</type>
<value>
<use>forest_effect_shape</use>
</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>2</value>
<!-- AMBIENT_AND_DIFFUSE -->
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
<value>
<use>quality_level</use>
</value>
</uniform>
<uniform>
<name>tquality_level</name>
<type>int</type>
<value>
<use>tquality_level</use>
</value>
</uniform>
<uniform>
<name>wind_effects</name>
<type>int</type>
<value>
<use>wind_effects</use>
</value>
</uniform>
<uniform>
<name>forest_effects</name>
<type>int</type>
<value>
<use>forest_effects</use>
</value>
</uniform>
</pass>
</technique>
<technique n="19">
<scheme>als-lighting</scheme>
<predicate>
<and>
<property>/sim/rendering/random-vegetation</property>
<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 type="vec4d">1.0 1.0 1.0 1.0</ambient>
<diffuse type="vec4d">1.0 1.0 1.0 1.0</diffuse>
<color-mode>off</color-mode>
</material>
<texture-unit>
<unit>0</unit>
<type>2d</type>
<image>
<use>texture[0]/image</use>
</image>
<wrap-s>clamp</wrap-s>
<wrap-t>clamp</wrap-t>
</texture-unit>
<alpha-test>
<comparison>gequal</comparison>
<reference type="float">0.1</reference>
</alpha-test>
<program>
<vertex-shader>Shaders/ALS/tree.vert</vertex-shader>
<vertex-shader>Shaders/ALS/noise.frag</vertex-shader>
<vertex-shader>Shaders/ALS/cloud-shadowfunc.frag</vertex-shader>
<fragment-shader>Shaders/ALS/tree.frag</fragment-shader>
<fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
</program>
<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>cloud_self_shading</name>
<type>float</type>
<value>
<use>cloud_self_shading</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>dust_cover_factor</name>
<type>float</type>
<value>
<use>dust_cover_factor</use>
</value>
</uniform>
<uniform>
<name>snow_level</name>
<type>float</type>
<value>
<use>snow_level</use>
</value>
</uniform>
<uniform>
<name>season</name>
<type>float</type>
<value>
<use>season</use>
</value>
</uniform>
<uniform>
<name>cseason</name>
<type>float</type>
<value>
<use>cseason</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>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<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>cloud_shadow_flag</name>
<type>int</type>
<value>
<use>cloud_shadow_flag</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>num_deciduous_trees</name>
<type>int</type>
<value>
<use>num_deciduous_trees</use>
</value>
</uniform>
<uniform>
<name>use_forest_effect</name>
<type>bool</type>
<value>
<use>use_forest_effect</use>
</value>
</uniform>
<uniform>
<name>forest_effect_size</name>
<type>float</type>
<value>
<use>forest_effect_size</use>
</value>
</uniform>
<uniform>
<name>forest_effect_shape</name>
<type>float</type>
<value>
<use>forest_effect_shape</use>
</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>2</value>
<!-- AMBIENT_AND_DIFFUSE -->
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>
<value>
<use>quality_level</use>
</value>
</uniform>
<uniform>
<name>tquality_level</name>
<type>int</type>
<value>
<use>tquality_level</use>
</value>
</uniform>
<uniform>
<name>wind_effects</name>
<type>int</type>
<value>
<use>wind_effects</use>
</value>
</uniform>
<uniform>
<name>forest_effects</name>
<type>int</type>
<value>
<use>forest_effects</use>
</value>
</uniform>
</pass>
</technique>
</PropertyList>