84f0530a1d
This might not be a definitive solution to fix z-fighting issues, but it's a good solution meanwhile and can be implemented easily on any shader just by adding a few lines.
830 lines
22 KiB
XML
830 lines
22 KiB
XML
<?xml version='1.0' encoding='UTF-8'?>
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<PropertyList>
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<name>Effects/model-default</name>
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<!-- <inherits-from>Effects/shadow</inherits-from> -->
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<parameters>
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<texture n="0">
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<type>white</type>
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</texture>
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<vertex-program-two-side type="bool">false</vertex-program-two-side>
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<material>
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<color-mode-uniform>1</color-mode-uniform>
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<!-- DIFFUSE -->
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</material>
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<material-id>0</material-id>
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<!-- BEGIN fog include -->
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<visibility>
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<use>/environment/ground-visibility-m</use>
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</visibility>
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<avisibility>
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<use>/environment/visibility-m</use>
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</avisibility>
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<lthickness>
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<use>/environment/ground-haze-thickness-m</use>
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</lthickness>
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<scattering>
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<use>/rendering/scene/scattering</use>
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</scattering>
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<ground_scattering>
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<use>/environment/surface/scattering</use>
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</ground_scattering>
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<terminator>
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<use>/environment/terminator-relative-position-m</use>
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</terminator>
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<terrain_alt>
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<use>/environment/mean-terrain-elevation-m</use>
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</terrain_alt>
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<overcast>
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<use>/rendering/scene/overcast</use>
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</overcast>
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<eye_alt>
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<use>/sim/rendering/eye-altitude-m</use>
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</eye_alt>
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<cloud_self_shading>
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<use>/environment/cloud-self-shading</use>
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</cloud_self_shading>
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<moonlight>
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<use>/environment/moonlight</use>
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</moonlight>
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<fogtype>
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<use>/sim/rendering/shaders/skydome</use>
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</fogtype>
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<air_pollution>
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<use>/environment/air-pollution-norm</use>
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</air_pollution>
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<use_filtering>
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<use>/sim/rendering/als-filters/use-filtering</use>
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</use_filtering>
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<gamma>
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<use>/sim/rendering/als-filters/gamma</use>
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</gamma>
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<brightness>
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<use>/sim/rendering/als-filters/brightness</use>
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</brightness>
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<delta_T>
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<use>/environment/surface/delta-T-structure</use>
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</delta_T>
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<fact_grey>
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<use>/sim/rendering/als-filters/grey-factor</use>
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</fact_grey>
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<fact_black>
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<use>/sim/rendering/als-filters/black-factor</use>
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</fact_black>
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<use_night_vision>
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<use>/sim/rendering/als-filters/use-night-vision</use>
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</use_night_vision>
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<use_IR_vision>
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<use>/sim/rendering/als-filters/use-IR-vision</use>
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</use_IR_vision>
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<display_xsize>
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<use>/sim/startup/xsize</use>
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</display_xsize>
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<display_ysize>
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<use>/sim/startup/ysize</use>
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</display_ysize>
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<view_pitch_offset>
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<use>/sim/current-view/pitch-offset-deg</use>
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</view_pitch_offset>
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<view_heading_offset>
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<use>/sim/current-view/heading-offset-deg</use>
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</view_heading_offset>
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<view_fov>
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<use>/sim/current-view/field-of-view</use>
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</view_fov>
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<use_searchlight>
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<use>/sim/rendering/als-secondary-lights/use-searchlight</use>
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</use_searchlight>
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<use_landing_light>
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<use>/sim/rendering/als-secondary-lights/use-landing-light</use>
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</use_landing_light>
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<use_alt_landing_light>
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<use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use>
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</use_alt_landing_light>
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<landing_light1_offset>
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<use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use>
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</landing_light1_offset>
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<landing_light2_offset>
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<use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use>
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</landing_light2_offset>
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<landing_light3_offset>
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<use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use>
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</landing_light3_offset>
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<use_geo_light type="int">0</use_geo_light>
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<geo_light_r type="float">0.0</geo_light_r>
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<geo_light_g type="float">0.0</geo_light_g>
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<geo_light_b type="float">0.0</geo_light_b>
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<geo_light_x type="float">0.0</geo_light_x>
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<geo_light_y type="float">0.0</geo_light_y>
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<geo_light_z type="float">0.0</geo_light_z>
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<geo_light_radius type="float">0.0</geo_light_radius>
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<geo_ambience type="float">0.0</geo_ambience>
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<quality_level>
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<use>/sim/rendering/shaders/landmass</use>
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</quality_level>
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<tquality_level>
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<use>/sim/rendering/shaders/transition</use>
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</tquality_level>
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<!-- END fog include -->
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<!-- BEGIN shadows include -->
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<shadows_enabled>
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<use>/sim/rendering/als/shadows/enabled</use>
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</shadows_enabled>
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<sun_atlas_size>
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<use>/sim/rendering/als/shadows/sun-atlas-size</use>
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</sun_atlas_size>
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<!-- END shadows include -->
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</parameters>
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<technique n="8">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/quality-level</property>
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<property>/sim/rendering/shaders/generic</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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<!-- The texture unit is always active because the shaders expect
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that. -->
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<unit>0</unit>
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<!-- If there is a texture, the type in the derived effect
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will be "2d". -->
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<type>
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<use>texture[0]/type</use>
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</type>
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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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<!--
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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-->
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</texture-unit>
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<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<program n="0">
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<!-- <vertex-shader n="0">Shaders/Default/include_fog.vert</vertex-shader> -->
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<!--fog include-->
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<vertex-shader n="1">Shaders/Default/default.vert</vertex-shader>
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<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
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<!--fog include-->
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<fragment-shader n="1">Shaders/Default/default.frag</fragment-shader>
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</program>
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<!-- BEGIN fog include -->
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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<use>visibility</use>
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</value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value>
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<use>avisibility</use>
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</value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value>
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<use>lthickness</use>
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</value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
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<value>
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<use>scattering</use>
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</value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value>
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<use>terminator</use>
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</value>
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</uniform>
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<uniform>
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<name>fogType</name>
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<type>int</type>
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<value>
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<use>fogtype</use>
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</value>
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</uniform>
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<!-- END fog include -->
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<uniform>
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<name>texture</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>colorMode</name>
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<type>int</type>
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<value>
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<use>material/color-mode-uniform</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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<technique n="9">
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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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<active>
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<use>texture[0]/active</use>
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</active>
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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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<type>
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<use>texture[0]/type</use>
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</type>
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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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<!--
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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-->
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<environment>
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<mode>modulate</mode>
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</environment>
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</texture-unit>
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<!-- A two-sided lighting model is set by default near the root
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of the scene graph. Perhaps that ought to be set in this
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effect?
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-->
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</pass>
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</technique>
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<technique n="19">
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<scheme>als-lighting</scheme>
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<predicate>
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<and>
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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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<!--<render-bin>
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<bin-number>1</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>-->
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<rendering-hint>
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<use>rendering-hint</use>
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</rendering-hint>
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<texture-unit>
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<!-- The texture unit is always active because the shaders expect
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that. -->
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<unit>0</unit>
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<!-- If there is a texture, the type in the derived effect
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will be "2d". -->
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<type>
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<use>texture[0]/type</use>
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</type>
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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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<!--
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<internal-format>
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<use>texture[0]/internal-format</use>
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</internal-format>
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-->
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</texture-unit>
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<vertex-program-two-side>
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<use>vertex-program-two-side</use>
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</vertex-program-two-side>
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<program>
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<vertex-shader>Shaders/ALS/model-base.vert</vertex-shader>
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<vertex-shader>Shaders/ALS/shadows-include.vert</vertex-shader>
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<fragment-shader>Shaders/ALS/model-base.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/shadows-include.frag</fragment-shader>
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<fragment-shader>Shaders/ALS/clustered-include.frag</fragment-shader>
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<uniform-block-binding>
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<name>PointLightBlock</name>
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<index>5</index>
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</uniform-block-binding>
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<uniform-block-binding>
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<name>SpotLightBlock</name>
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<index>6</index>
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</uniform-block-binding>
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</program>
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<uniform>
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<name>visibility</name>
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<type>float</type>
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<value>
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<use>visibility</use>
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</value>
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</uniform>
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<uniform>
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<name>avisibility</name>
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<type>float</type>
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<value>
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<use>avisibility</use>
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</value>
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</uniform>
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<uniform>
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<name>hazeLayerAltitude</name>
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<type>float</type>
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<value>
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<use>lthickness</use>
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</value>
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</uniform>
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<uniform>
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<name>scattering</name>
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<type>float</type>
|
|
<value>
|
|
<use>scattering</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>terminator</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>terminator</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>ground_scattering</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>ground_scattering</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>terminator</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>terminator</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>terrain_alt</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>terrain_alt</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>overcast</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>overcast</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>eye_alt</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>eye_alt</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>cloud_self_shading</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>cloud_self_shading</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>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>gamma</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>gamma</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>brightness</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>brightness</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>use_filtering</name>
|
|
<type>bool</type>
|
|
<value>
|
|
<use>use_filtering</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>use_night_vision</name>
|
|
<type>bool</type>
|
|
<value>
|
|
<use>use_night_vision</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>use_IR_vision</name>
|
|
<type>bool</type>
|
|
<value>
|
|
<use>use_IR_vision</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>delta_T</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>delta_T</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>fact_grey</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>fact_grey</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>fact_black</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>fact_black</use>
|
|
</value>
|
|
</uniform>
|
|
<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>
|
|
<uniform>
|
|
<name>geo_light_r</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>geo_light_r</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>geo_light_g</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>geo_light_g</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>geo_light_b</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>geo_light_b</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>geo_light_x</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>geo_light_x</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>geo_light_y</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>geo_light_y</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>geo_light_z</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>geo_light_z</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>geo_light_radius</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>geo_light_radius</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>geo_ambience</name>
|
|
<type>float</type>
|
|
<value>
|
|
<use>geo_ambience</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>
|
|
<use>material/color-mode-uniform</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>use_geo_light</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>use_geo_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>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>
|
|
<!-- BEGIN shadows include -->
|
|
<uniform>
|
|
<name>shadow_tex</name>
|
|
<type>sampler-2d</type>
|
|
<value type="int">10</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>shadows_enabled</name>
|
|
<type>bool</type>
|
|
<value>
|
|
<use>shadows_enabled</use>
|
|
</value>
|
|
</uniform>
|
|
<uniform>
|
|
<name>sun_atlas_size</name>
|
|
<type>int</type>
|
|
<value>
|
|
<use>sun_atlas_size</use>
|
|
</value>
|
|
</uniform>
|
|
<!-- END shadows include -->
|
|
</pass>
|
|
</technique>
|
|
</PropertyList>
|