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fgdata/Compositor/Effects/grass.eff

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<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
<name>Effects/grass</name>
<inherits-from>Effects/airfield</inherits-from>
<parameters>
<texture n="20">
<image>Textures/Terrain/airport-grass-autumn.png</image>
<type>2d</type>
<filter>nearest-mipmap-nearest</filter>
<mag-filter>nearest</mag-filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<max_grass_height>0.3</max_grass_height>
<grass_density>1.0</grass_density>
<grass_groups>2</grass_groups>
<grass_modulate_by_overlay>0</grass_modulate_by_overlay>
<grass_modulate_height_min>0.0</grass_modulate_height_min>
<windE>
<use>/environment/sea/surface/wind-from-east-fps</use>
</windE>
<windN>
<use>/environment/sea/surface/wind-from-north-fps</use>
</windN>
<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>
</parameters>
<technique n="15">
<scheme>als-lighting</scheme>
<predicate>
<and>
<less-equal>
<value type="float">2.0</value>
<float-property>/sim/rendering/shaders/transition</float-property>
</less-equal>
<less-equal>
<value type="float">1.0</value>
<float-property>/sim/rendering/shaders/vegetation-effects</float-property>
</less-equal>
<equal>
<value type="float">0.0</value>
<float-property>/sim/rendering/rembrandt/enabled</float-property>
</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>
<extension-supported>GL_EXT_geometry_shader4</extension-supported>
</and>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<emissive>
<use>material/emissive</use>
</emissive>
<shininess>
<use>material/shininess</use>
</shininess>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>-1</bin-number>
<bin-name>RenderBin</bin-name>
</render-bin>
<program>
<vertex-shader>Shaders/ALS/terrain-writedepth.vert</vertex-shader>
<fragment-shader>Shaders/ALS/terrain-writedepth.frag</fragment-shader>
</program>
<color-mask type="vec4d">0 0 0 0</color-mask>
</pass>
<pass>
<lighting>true</lighting>
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<emissive>
<use>material/emissive</use>
</emissive>
<shininess>
<use>material/shininess</use>
</shininess>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend>
<use>transparent</use>
</blend>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number>
<use>render-bin/bin-number</use>
</bin-number>
<bin-name>
<use>render-bin/bin-name</use>
</bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<image>
<use>texture[13]/image</use>
</image>
<type>
<use>texture[13]/type</use>
</type>
<filter>
<use>texture[13]/filter</use>
</filter>
<wrap-s>
<use>texture[13]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[13]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[13]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>1</unit>
<image>
<use>texture[14]/image</use>
</image>
<type>
<use>texture[14]/type</use>
</type>
<filter>
<use>texture[14]/filter</use>
</filter>
<wrap-s>
<use>texture[14]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[14]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[14]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>2</unit>
<image>
<use>texture[15]/image</use>
</image>
<type>
<use>texture[15]/type</use>
</type>
<filter>
<use>texture[15]/filter</use>
</filter>
<wrap-s>
<use>texture[15]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[15]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[15]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader>Shaders/ALS/terrain-ultra.vert</vertex-shader>
<vertex-shader>Shaders/ALS/filters.vert</vertex-shader>
<vertex-shader>Shaders/ALS/shadows-include.vert</vertex-shader>
<fragment-shader>Shaders/ALS/airfield.frag</fragment-shader>
<fragment-shader>Shaders/ALS/cloud-shadowfunc.frag</fragment-shader>
<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
<fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
<fragment-shader>Shaders/ALS/shadows-include.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>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>snowlevel</name>
<type>float</type>
<value>
<use>snow_level</use>
</value>
</uniform>
<uniform>
<name>snow_thickness_factor</name>
<type>float</type>
<value>
<use>snow_thickness_factor</use>
</value>
</uniform>
<uniform>
<name>dust_cover_factor</name>
<type>float</type>
<value>
<use>dust_cover_factor</use>
</value>
</uniform>
<uniform>
<name>wetness</name>
<type>float</type>
<value>
<use>wetness</use>
</value>
</uniform>
<uniform>
<name>fogstructure</name>
<type>float</type>
<value>
<use>fogstructure</use>
</value>
</uniform>
<uniform>
<name>grit_alpha</name>
<type>float</type>
<value>
<use>grit_alpha</use>
</value>
</uniform>
<uniform>
<name>overlay_bias</name>
<type>float</type>
<value>
<use>overlay_bias</use>
</value>
</uniform>
<uniform>
<name>overlay_alpha</name>
<type>float</type>
<value>
<use>overlay_alpha</use>
</value>
</uniform>
<uniform>
<name>base_layer_magnification</name>
<type>float</type>
<value>
<use>base_layer_magnification</use>
</value>
</uniform>
<uniform>
<name>overlay_layer_magnification</name>
<type>float</type>
<value>
<use>overlay_layer_magnification</use>
</value>
</uniform>
<uniform>
<name>grain_layer_magnification</name>
<type>float</type>
<value>
<use>grain_layer_magnification</use>
</value>
</uniform>
<uniform>
<name>cloud_self_shading</name>
<type>float</type>
<value>
<use>cloud_self_shading</use>
</value>
</uniform>
<uniform>
<name>moonlight</name>
<type>float</type>
<value>
<use>moonlight</use>
</value>
</uniform>
<uniform>
<name>air_pollution</name>
<type>float</type>
<value>
<use>air_pollution</use>
</value>
</uniform>
<uniform>
<name>season</name>
<type>float</type>
<value>
<use>season</use>
</value>
</uniform>
<!-- secondary lights -->
<uniform>
<name>view_pitch_offset</name>
<type>float</type>
<value>
<use>view_pitch_offset</use>
</value>
</uniform>
<uniform>
<name>view_heading_offset</name>
<type>float</type>
<value>
<use>view_heading_offset</use>
</value>
</uniform>
<uniform>
<name>field_of_view</name>
<type>float</type>
<value>
<use>view_fov</use>
</value>
</uniform>
<uniform>
<name>landing_light1_offset</name>
<type>float</type>
<value>
<use>landing_light1_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light2_offset</name>
<type>float</type>
<value>
<use>landing_light2_offset</use>
</value>
</uniform>
<uniform>
<name>landing_light3_offset</name>
<type>float</type>
<value>
<use>landing_light3_offset</use>
</value>
</uniform>
<!-- filtering -->
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<!-- cloud shadows -->
<uniform>
<name>cloudpos1_x</name>
<type>float</type>
<value>
<use>cloudpos1_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos1_y</name>
<type>float</type>
<value>
<use>cloudpos1_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos2_x</name>
<type>float</type>
<value>
<use>cloudpos2_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos2_y</name>
<type>float</type>
<value>
<use>cloudpos2_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos3_x</name>
<type>float</type>
<value>
<use>cloudpos3_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos3_y</name>
<type>float</type>
<value>
<use>cloudpos3_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos4_x</name>
<type>float</type>
<value>
<use>cloudpos4_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos4_y</name>
<type>float</type>
<value>
<use>cloudpos4_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos5_x</name>
<type>float</type>
<value>
<use>cloudpos5_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos5_y</name>
<type>float</type>
<value>
<use>cloudpos5_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos6_x</name>
<type>float</type>
<value>
<use>cloudpos6_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos6_y</name>
<type>float</type>
<value>
<use>cloudpos6_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos7_x</name>
<type>float</type>
<value>
<use>cloudpos7_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos7_y</name>
<type>float</type>
<value>
<use>cloudpos7_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos8_x</name>
<type>float</type>
<value>
<use>cloudpos8_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos8_y</name>
<type>float</type>
<value>
<use>cloudpos8_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos9_x</name>
<type>float</type>
<value>
<use>cloudpos9_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos9_y</name>
<type>float</type>
<value>
<use>cloudpos9_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos10_x</name>
<type>float</type>
<value>
<use>cloudpos10_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos10_y</name>
<type>float</type>
<value>
<use>cloudpos10_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos11_x</name>
<type>float</type>
<value>
<use>cloudpos11_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos11_y</name>
<type>float</type>
<value>
<use>cloudpos11_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos12_x</name>
<type>float</type>
<value>
<use>cloudpos12_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos12_y</name>
<type>float</type>
<value>
<use>cloudpos12_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos13_x</name>
<type>float</type>
<value>
<use>cloudpos13_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos13_y</name>
<type>float</type>
<value>
<use>cloudpos13_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos14_x</name>
<type>float</type>
<value>
<use>cloudpos14_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos14_y</name>
<type>float</type>
<value>
<use>cloudpos14_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos15_x</name>
<type>float</type>
<value>
<use>cloudpos15_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos15_y</name>
<type>float</type>
<value>
<use>cloudpos15_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos16_x</name>
<type>float</type>
<value>
<use>cloudpos16_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos16_y</name>
<type>float</type>
<value>
<use>cloudpos16_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos17_x</name>
<type>float</type>
<value>
<use>cloudpos17_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos17_y</name>
<type>float</type>
<value>
<use>cloudpos17_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos18_x</name>
<type>float</type>
<value>
<use>cloudpos18_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos18_y</name>
<type>float</type>
<value>
<use>cloudpos18_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos19_x</name>
<type>float</type>
<value>
<use>cloudpos19_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos19_y</name>
<type>float</type>
<value>
<use>cloudpos19_y</use>
</value>
</uniform>
<uniform>
<name>cloudpos20_x</name>
<type>float</type>
<value>
<use>cloudpos20_x</use>
</value>
</uniform>
<uniform>
<name>cloudpos20_y</name>
<type>float</type>
<value>
<use>cloudpos20_y</use>
</value>
</uniform>
<uniform>
<name>cloud_shadow_flag</name>
<type>int</type>
<value>
<use>cloud_shadow_flag</use>
</value>
</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>use_overlay</name>
<type>int</type>
<value>
<use>use_overlay</use>
</value>
</uniform>
<uniform>
<name>use_grain</name>
<type>int</type>
<value>
<use>use_grain</use>
</value>
</uniform>
<uniform>
<name>use_color_overlay</name>
<type>int</type>
<value>
<use>use_color_overlay</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>raise_vertex</name>
<type>bool</type>
<value>
<use>raise_vertex</use>
</value>
</uniform>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value>
</uniform>
<uniform>
<name>overlay_texture</name>
<type>sampler-2d</type>
<value type="int">1</value>
</uniform>
<uniform>
<name>grain_texture</name>
<type>sampler-2d</type>
<value type="int">2</value>
</uniform>
<uniform>
<name>colorMode</name>
<type>int</type>
<value>2</value>
<!-- AMBIENT_AND_DIFFUSE -->
</uniform>
<!-- BEGIN shadows include -->
<uniform>
<name>shadow_tex</name>
<type>sampler-2d</type>
<value type="int">10</value>
</uniform>
<uniform>
<name>shadows_enabled</name>
<type>bool</type>
<value>
<use>shadows_enabled</use>
</value>
</uniform>
<uniform>
<name>sun_atlas_size</name>
<type>int</type>
<value>
<use>sun_atlas_size</use>
</value>
</uniform>
<!-- END shadows include -->
<depth>
<function>lequal</function>
<write-mask type="bool">false</write-mask>
</depth>
</pass>
<pass n="2">
<lighting>true</lighting>
<material>
<ambient>
<use>material/ambient</use>
</ambient>
<diffuse>
<use>material/diffuse</use>
</diffuse>
<specular>
<use>material/specular</use>
</specular>
<emissive>
<use>material/emissive</use>
</emissive>
<shininess>
<use>material/shininess</use>
</shininess>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<alpha-test>
<use>transparent</use>
</alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<!--<render-bin>
<bin-number>10</bin-number>
<bin-name>GrassBin</bin-name>
</render-bin>-->
<!--<render-bin>
<bin-number>111</bin-number>
<bin-name>DepthSortedBin</bin-name>
</render-bin>-->
<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>8</unit>
<type>
<use>texture[20]/type</use>
</type>
<image>
<use>texture[20]/image</use>
</image>
<filter>
<use>texture[20]/filter</use>
</filter>
<mag-filter>
<use>texture[20]/mag-filter</use>
</mag-filter>
<wrap-s>
<use>texture[20]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[20]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[20]/internal-format</use>
</internal-format>
</texture-unit>
<program>
<vertex-shader n="0">Shaders/ALS/grass.vert</vertex-shader>
<geometry-shader>Shaders/ALS/grass.geom</geometry-shader>
<fragment-shader n="0">Shaders/ALS/grass.frag</fragment-shader>
<fragment-shader n="1">Shaders/ALS/noise.frag</fragment-shader>
<fragment-shader n="2">Shaders/ALS/filters.frag</fragment-shader>
<fragment-shader n="3">Shaders/ALS/shadows-include.frag</fragment-shader>
<geometry-vertices-out type="int">96</geometry-vertices-out>
<geometry-input-type>triangles</geometry-input-type>
<geometry-output-type>triangle-strip</geometry-output-type>
</program>
<uniform>
<name>colorTex</name>
<type>sampler-2d</type>
<value type="int">8</value>
</uniform>
<uniform>
<name>visibility</name>
<type>float</type>
<value>
<use>visibility</use>
</value>
</uniform>
<uniform>
<name>scattering</name>
<type>float</type>
<value>
<use>scattering</use>
</value>
</uniform>
<uniform>
<name>wind_x</name>
<type>float</type>
<value>
<use>windE</use>
</value>
</uniform>
<uniform>
<name>wind_y</name>
<type>float</type>
<value>
<use>windN</use>
</value>
</uniform>
<uniform>
<name>wash_x</name>
<type>float</type>
<value>
<use>wash-x</use>
</value>
</uniform>
<uniform>
<name>wash_y</name>
<type>float</type>
<value>
<use>wash-y</use>
</value>
</uniform>
<uniform>
<name>wash_strength</name>
<type>float</type>
<value>
<use>wash-strength</use>
</value>
</uniform>
<uniform>
<name>overlay_bias</name>
<type>float</type>
<value>
<use>overlay_bias</use>
</value>
</uniform>
<uniform>
<name>max_height</name>
<type>float</type>
<value>
<use>max_grass_height</use>
</value>
</uniform>
<uniform>
<name>grass_density</name>
<type>float</type>
<value>
<use>grass_density</use>
</value>
</uniform>
<uniform>
<name>grass_modulate_height_min</name>
<type>float</type>
<value>
<use>grass_modulate_height_min</use>
</value>
</uniform>
<uniform>
<name>season</name>
<type>float</type>
<value>
<use>season</use>
</value>
</uniform>
<uniform>
<name>grass_modulate_by_overlay</name>
<type>int</type>
<value>
<use>grass_modulate_by_overlay</use>
</value>
</uniform>
<uniform>
<name>grass_groups</name>
<type>int</type>
<value>
<use>grass_groups</use>
</value>
</uniform>
<!-- filtering -->
<uniform>
<name>gamma</name>
<type>float</type>
<value>
<use>gamma</use>
</value>
</uniform>
<uniform>
<name>brightness</name>
<type>float</type>
<value>
<use>brightness</use>
</value>
</uniform>
<uniform>
<name>use_night_vision</name>
<type>bool</type>
<value>
<use>use_night_vision</use>
</value>
</uniform>
<uniform>
<name>use_IR_vision</name>
<type>bool</type>
<value>
<use>use_IR_vision</use>
</value>
</uniform>
<uniform>
<name>use_filtering</name>
<type>bool</type>
<value>
<use>use_filtering</use>
</value>
</uniform>
<uniform>
<name>delta_T</name>
<type>float</type>
<value>
<use>delta_T</use>
</value>
</uniform>
<uniform>
<name>fact_grey</name>
<type>float</type>
<value>
<use>fact_grey</use>
</value>
</uniform>
<uniform>
<name>fact_black</name>
<type>float</type>
<value>
<use>fact_black</use>
</value>
</uniform>
<uniform>
<name>display_xsize</name>
<type>int</type>
<value>
<use>display_xsize</use>
</value>
</uniform>
<uniform>
<name>display_ysize</name>
<type>int</type>
<value>
<use>display_ysize</use>
</value>
</uniform>
<uniform>
<name>wind_effects</name>
<type>int</type>
<value>
<use>wind_effects</use>
</value>
</uniform>
<!-- BEGIN shadows include -->
<uniform>
<name>shadow_tex</name>
<type>sampler-2d</type>
<value type="int">10</value>
</uniform>
<uniform>
<name>shadows_enabled</name>
<type>bool</type>
<value>
<use>shadows_enabled</use>
</value>
</uniform>
<uniform>
<name>sun_atlas_size</name>
<type>int</type>
<value>
<use>sun_atlas_size</use>
</value>
</uniform>
<!-- END shadows include -->
<blend>
<active>true</active>
<source>src-alpha</source>
<destination>one-minus-src-alpha</destination>
</blend>
<depth>
<write-mask>false</write-mask>
</depth>
</pass>
</technique>
</PropertyList>