e6fb203302
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
427 lines
10 KiB
XML
427 lines
10 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<!-- Reflections
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PARAMETERS: There are two forms of cube map texture:- vertical cross and 6 images.
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Either can be used - alternative forms are shown in <parameters> and in <texture-unit>
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The reflection is set proportional to the shininess of the material. Thus by
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varying the material shininess value over or between objects the amount of
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refection can be controlled. The overall amount of reflection may be
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adjusted by the use of <refl_correction> -1.0 (fully transparent)- 1.0 (fully opaque).
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The overall values of the noisiness, coloured fringing or fresnel effect may be adjusted
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by the use of <noisiness>, <rainbowiness> and <fresneliness>.
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If your result is too dark/too light the overall ambient light value can be adjusted
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by the use of <ambient_correction>. This correction also takes out some of the blueness
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added as default to compensate for the lack of reflection.
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To use a reflection map set <reflect_map> to 1,and the path to the map texture in
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<texture n="8">
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To use a light map set <light_map> to 1,and the path to the map texture in
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<texture n="2">>
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USE: To use the default reflection effect (controlled by material shininess values) use
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<effect>
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<inherits-from>Effects/reflect</inherits-from>
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<object-name>Fuselage</object-name>
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</<effect>
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To use your own reflection effectuse
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<effect>
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<inherits-from>Aircraft/Lightning/Models/Effects/lightningreflect</inherits-from>
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<object-name>Fuselage</object-name>
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</<effect>
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in your model file.
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To use your own effect place your efffect file containing something like this:
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<name>Effects/lightningreflect</name>
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<inherits-from>Effects/reflect</inherits-from>
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and the the modified tags in the path as above
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EXAMPLES: You can find examples of both usages in the Hunter and Lightning models.
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-->
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<PropertyList>
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<name>Effects/reflect</name>
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<inherits-from>Effects/model-default</inherits-from>
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<parameters>
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<texture n="2">
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<!--lightmap image -->
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<image>Aircraft/Generic/Effects/greymap.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="5">
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<type>cubemap</type>
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<!-- use this form for a cube cross -->
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<!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>-->
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<!-- use this form for a 6 image cube map -->
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<images>
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<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
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<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
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<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
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<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
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<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
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<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
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</images>
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</texture>
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<texture n="6">
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<image>Aircraft/Generic/Effects/Rainbow.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="7">
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<image>Aircraft/Generic/Effects/FresnelLookUp.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="8">
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<image>Aircraft/Generic/Effects/ReflectMaps/reflectmap.png</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<rendering-hint>transparent</rendering-hint>
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<shade-model>smooth</shade-model>
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<rainbowiness type="float">0.01</rainbowiness>
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<fresneliness>0.1</fresneliness>
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<noisiness>0.25</noisiness>
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<refl_correction>0.0</refl_correction>
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<ambient_correction>0.05</ambient_correction>
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<reflect_map type="int">0</reflect_map>
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<light_map type="int">0</light_map>
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<factor>1</factor>
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</parameters>
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/shader-effects</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>
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<texture-unit>
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<unit>0</unit>
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<image>
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<use>texture[0]/image</use>
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</image>
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<filter>
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<use>texture[0]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[0]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[0]/wrap-t</use>
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</wrap-t>
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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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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<type>
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<use>texture[2]/type</use>
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</type>
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<image>
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<use>texture[2]/image</use>
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</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>5</unit>
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<type>
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<use>texture[5]/type</use>
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</type>
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<!-- use this form for a cube cross -->
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<!--<image>
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<use>texture[5]/image</use>
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</image>-->
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<!-- use this form for a 6 image cube map -->
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<images>
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<use>texture[5]/images</use>
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</images>
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</texture-unit>
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<texture-unit>
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<unit>6</unit>
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<type>
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<use>texture[6]/type</use>
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</type>
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<image>
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<use>texture[6]/image</use>
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</image>
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<filter>
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<use>texture[6]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[6]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[6]/wrap-t</use>
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</wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>7</unit>
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<type>
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<use>texture[7]/type</use>
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</type>
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<image>
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<use>texture[7]/image</use>
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</image>
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<filter>
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<use>texture[7]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[7]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[7]/wrap-t</use>
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</wrap-t>
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</texture-unit>
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<texture-unit>
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<unit>8</unit>
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<image>
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<use>texture[8]/image</use>
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</image>
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<filter>
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<use>texture[8]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[8]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[8]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[8]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>9</unit>
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<type>noise</type>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/reflect.vert</vertex-shader>
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<fragment-shader>Shaders/reflect.frag</fragment-shader>
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<attribute>
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<name>tangent</name>
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<index>6</index>
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</attribute>
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<attribute>
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<name>binormal</name>
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<index>7</index>
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</attribute>
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<attribute>
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<name>normal</name>
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<index>15</index>
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</attribute>
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</program>
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<uniform>
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<name>BaseTex</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>Lightmap</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>Environment</name>
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<type>sampler-cube</type>
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<value type="int">5</value>
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</uniform>
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<uniform>
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<name>Rainbow</name>
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<type>sampler-2d</type>
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<value type="int">6</value>
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</uniform>
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<uniform>
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<name>Fresnel</name>
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<type>sampler-2d</type>
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<value type="int">7</value>
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</uniform>
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<uniform>
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<name>Map</name>
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<type>sampler-2d</type>
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<value type="int">8</value>
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</uniform>
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<uniform>
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<name>Noise</name>
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<type>sampler-3d</type>
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<value type="int">9</value>
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</uniform>
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<!-- set the amount of fringing colour 0.0 - 1.0 -->
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<uniform>
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<name>rainbowiness</name>
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<type>float</type>
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<value>
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<use>rainbowiness</use>
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</value>
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</uniform>
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<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
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<uniform>
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<name>fresneliness</name>
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<type>float</type>
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<value>
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<use>fresneliness</use>
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</value>
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</uniform>
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<!-- set the amount of noisiness 0.0 - 1.0 -->
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<uniform>
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<name>noisiness</name>
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<type>float</type>
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<value>
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<use>noisiness</use>
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</value>
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</uniform>
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<!-- The reflection is set proportional to the shininess of the material.
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The amount of reflection may be adjusted by the use of this correction
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-1.0 (fully transparent)- 1.0 (fully opaque) -->
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<uniform>
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<name>refl_correction</name>
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<type>float</type>
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<value>
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<use>refl_correction</use>
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</value>
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</uniform>
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<!-- set the amount of ambient light correction 0.0 - 1.0 -->
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<uniform>
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<name>ambient_correction</name>
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<type>float</type>
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<value>
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<use>ambient_correction</use>
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</value>
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</uniform>
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<!-- use a reflection map-->
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<uniform>
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<name>reflect_map</name>
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<type>int</type>
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<value>
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<use>reflect_map</use>
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</value>
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</uniform>
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<!-- use a light map-->
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<uniform>
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<name>light_map</name>
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<type>int</type>
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<value>
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<use>light_map</use>
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</value>
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</uniform>
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<uniform>
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<name>lightmap_factor</name>
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<type>float</type>
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<value>
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<use>factor</use>
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</value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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