<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
  <name>Effects/landmass</name>
  <inherits-from>Effects/terrain-default</inherits-from>
  <parameters>
    <texture n="2">
      <image>Textures/Terrain/forest-relief.png</image>
      <type>2d</type>
      <filter>linear-mipmap-linear</filter>
      <wrap-s>repeat</wrap-s>
      <wrap-t>repeat</wrap-t>
      <internal-format>normalized</internal-format>
    </texture>
    <snow-level>
      <use>/environment/snow-level-m</use>
    </snow-level>
    <depth-factor type="float">0.01</depth-factor>
    <canopy-height type="float">15.0</canopy-height>
    <quality-level>
      <use>/sim/rendering/shaders/landmass</use>
    </quality-level>
    <!--fog include-->
    <visibility>
      <use>/environment/ground-visibility-m</use>
    </visibility>
    <avisibility>
      <use>/environment/visibility-m</use>
    </avisibility>
    <lthickness>
      <use>/environment/ground-haze-thickness-m</use>
    </lthickness>
    <scattering>
      <use>/rendering/scene/scattering</use>
    </scattering>
    <terminator>
      <use>/environment/terminator-relative-position-m</use>
    </terminator>
    <fogtype>
      <use>/sim/rendering/shaders/skydome</use>
    </fogtype>
    <!-- 	END fog include -->
  </parameters>
  <generate>
    <tangent type="int">6</tangent>
    <binormal type="int">7</binormal>
  </generate>
  <technique n="6">
    <predicate>
      <and>
        <property>/sim/rendering/shaders/quality-level</property>
        <property>/sim/rendering/shaders/landmass</property>
        <equal>
					<value type="float">0.0</value>
					<float-property>/sim/rendering/photoscenery/enabled</float-property>
				</equal>
        <less-equal>
          <value type="float">4.0</value>
          <float-property>/sim/rendering/shaders/landmass</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>
				<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>
			<texture-unit>
				<unit>1</unit>
				<image>
					<use>texture[0]/image</use>
				</image>
				<type>
					<use>texture[0]/type</use>
				</type>
				<filter>
					<use>texture[0]/filter</use>
				</filter>
				<wrap-s>
					<use>texture[0]/wrap-s</use>
				</wrap-s>
				<wrap-t>
					<use>texture[0]/wrap-t</use>
				</wrap-t>
				<internal-format>
					<use>texture[0]/internal-format</use>
				</internal-format>
			</texture-unit>
			<program>
			<vertex-shader n="0">Shaders/Default/include_fog.vert</vertex-shader> 
				<vertex-shader n="1">Shaders/Default/landmass-g.vert</vertex-shader>
				<geometry-shader>Shaders/Default/landmass.geom</geometry-shader>
				<fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
				<fragment-shader n="1">Shaders/Default/terrain-nocolor.frag</fragment-shader>
				<geometry-vertices-out type="int">18</geometry-vertices-out>
				<geometry-input-type>triangles</geometry-input-type>
				<geometry-output-type>triangle-strip</geometry-output-type>
				<attribute>
					<name>tangent</name>
					<index>6</index>
				</attribute>
				<attribute>
					<name>binormal</name>
					<index>7</index>
				</attribute>
			</program>
			<uniform>
				<name>texture</name>
				<type>sampler-2d</type>
				<value type="int">1</value>
			</uniform>
			<uniform>
				<name>canopy_height</name>
				<type>float</type>
				<value>
					<use>canopy-height</use>
				</value>
			</uniform>
			<color-mask type="vec4d">0 0 0 0</color-mask>

			<uniform>
				<name>visibility</name>
				<type>float</type>
				<value>
					<use>visibility</use>
				</value>
			</uniform>
			<uniform>
				<name>avisibility</name>
				<type>float</type>
				<value>
					<use>avisibility</use>
				</value>
			</uniform>
			<uniform>
				<name>hazeLayerAltitude</name>
				<type>float</type>
				<value>
					<use>lthickness</use>
				</value>
			</uniform>
			<uniform>
				<name>scattering</name>
				<type>float</type>
				<value>
					<use>scattering</use>
				</value>
			</uniform>
			<uniform>
				<name>terminator</name>
				<type>float</type>
				<value>
					<use>terminator</use>
				</value>
			</uniform>
			<uniform>
				<name>fogType</name>
				<type>int</type>
				<value>
					<use>fogtype</use>
				</value>
			</uniform>
		</pass>
    -->
    <pass>
      <lighting>true</lighting>
      <material>
        <ambient>
          <use>material/ambient</use>
        </ambient>
        <diffuse>
          <use>material/diffuse</use>
        </diffuse>
        <specular>
          <use>material/specular</use>
        </specular>
        <color-mode>ambient-and-diffuse</color-mode>
      </material>
      <blend>
        <use>transparent</use>
      </blend>
      <alpha-test>
        <use>transparent</use>
      </alpha-test>
      <shade-model>smooth</shade-model>
      <cull-face>back</cull-face>
      <render-bin>
        <bin-number>
          <use>render-bin/bin-number</use>
        </bin-number>
        <bin-name>
          <use>render-bin/bin-name</use>
        </bin-name>
      </render-bin>
      <texture-unit>
        <unit>0</unit>
        <type>noise</type>
      </texture-unit>
      <texture-unit>
        <unit>1</unit>
        <image>
          <use>texture[0]/image</use>
        </image>
        <type>
          <use>texture[0]/type</use>
        </type>
        <filter>
          <use>texture[0]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[0]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[0]/wrap-t</use>
        </wrap-t>
        <internal-format>
          <use>texture[0]/internal-format</use>
        </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>2</unit>
        <image>
          <use>texture[2]/image</use>
        </image>
        <type>
          <use>texture[2]/type</use>
        </type>
        <filter>
          <use>texture[2]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[2]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[2]/wrap-t</use>
        </wrap-t>
        <internal-format>
          <use>texture[2]/internal-format</use>
        </internal-format>
      </texture-unit>
      <program>
        <!-- 				<vertex-shader n="0">Shaders/Default/include_fog.vert</vertex-shader> -->
        <vertex-shader n="1">Shaders/Default/landmass-g.vert</vertex-shader>
        <geometry-shader>Shaders/Default/landmass.geom</geometry-shader>
        <fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
        <fragment-shader n="1">Shaders/Default/landmass.frag</fragment-shader>
        <geometry-vertices-out type="int">18</geometry-vertices-out>
        <geometry-input-type>triangles</geometry-input-type>
        <geometry-output-type>triangle-strip</geometry-output-type>
        <attribute>
          <name>tangent</name>
          <index>6</index>
        </attribute>
        <attribute>
          <name>binormal</name>
          <index>7</index>
        </attribute>
      </program>
      <uniform>
        <name>NoiseTex</name>
        <type>sampler-3d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>BaseTex</name>
        <type>sampler-2d</type>
        <value type="int">1</value>
      </uniform>
      <uniform>
        <name>NormalTex</name>
        <type>sampler-2d</type>
        <value type="int">2</value>
      </uniform>
      <uniform>
        <name>depth_factor</name>
        <type>float</type>
        <value>
          <use>depth-factor</use>
        </value>
      </uniform>
      <uniform>
        <name>snowlevel</name>
        <type>float</type>
        <value>
          <use>snow-level</use>
        </value>
      </uniform>
      <uniform>
        <name>canopy_height</name>
        <type>float</type>
        <value>
          <use>canopy-height</use>
        </value>
      </uniform>
      <uniform>
        <name>quality_level</name>
        <type>float</type>
        <value>
          <use>quality-level</use>
        </value>
      </uniform>
      <depth>
        <function>lequal</function>
        <!--	<write-mask type="bool">false</write-mask> -->
      </depth>
      <!-- 	    BEGIN fog include -->
      <uniform>
        <name>visibility</name>
        <type>float</type>
        <value>
          <use>visibility</use>
        </value>
      </uniform>
      <uniform>
        <name>avisibility</name>
        <type>float</type>
        <value>
          <use>avisibility</use>
        </value>
      </uniform>
      <uniform>
        <name>hazeLayerAltitude</name>
        <type>float</type>
        <value>
          <use>lthickness</use>
        </value>
      </uniform>
      <uniform>
        <name>scattering</name>
        <type>float</type>
        <value>
          <use>scattering</use>
        </value>
      </uniform>
      <uniform>
        <name>terminator</name>
        <type>float</type>
        <value>
          <use>terminator</use>
        </value>
      </uniform>
      <uniform>
        <name>fogType</name>
        <type>int</type>
        <value>
          <use>fogtype</use>
        </value>
      </uniform>
      <!-- 			END fog include -->
    </pass>
  </technique>
  <technique n="7">
    <predicate>
      <and>
        <property>/sim/rendering/shaders/quality-level</property>
        <property>/sim/rendering/shaders/landmass</property>
        <equal>
					<value type="float">0.0</value>
					<float-property>/sim/rendering/photoscenery/enabled</float-property>
				</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>
      </and>
    </predicate>
    <pass>
      <lighting>true</lighting>
      <material>
        <ambient>
          <use>material/ambient</use>
        </ambient>
        <diffuse>
          <use>material/diffuse</use>
        </diffuse>
        <specular>
          <use>material/specular</use>
        </specular>
        <color-mode>ambient-and-diffuse</color-mode>
      </material>
      <blend>
        <use>transparent</use>
      </blend>
      <alpha-test>
        <use>transparent</use>
      </alpha-test>
      <shade-model>smooth</shade-model>
      <cull-face>back</cull-face>
      <render-bin>
        <bin-number>
          <use>render-bin/bin-number</use>
        </bin-number>
        <bin-name>
          <use>render-bin/bin-name</use>
        </bin-name>
      </render-bin>
      <texture-unit>
        <unit>0</unit>
        <type>noise</type>
      </texture-unit>
      <texture-unit>
        <unit>1</unit>
        <image>
          <use>texture[0]/image</use>
        </image>
        <type>
          <use>texture[0]/type</use>
        </type>
        <filter>
          <use>texture[0]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[0]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[0]/wrap-t</use>
        </wrap-t>
        <internal-format>
          <use>texture[0]/internal-format</use>
        </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>2</unit>
        <image>
          <use>texture[2]/image</use>
        </image>
        <type>
          <use>texture[2]/type</use>
        </type>
        <filter>
          <use>texture[2]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[2]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[2]/wrap-t</use>
        </wrap-t>
        <internal-format>
          <use>texture[2]/internal-format</use>
        </internal-format>
      </texture-unit>
      <program>
        <!-- 				<vertex-shader n="0">Shaders/Default/include_fog.vert</vertex-shader> -->
        <vertex-shader n="1">Shaders/Default/landmass.vert</vertex-shader>
        <fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
        <fragment-shader n="1">Shaders/Default/landmass.frag</fragment-shader>
        <attribute>
          <name>tangent</name>
          <index>6</index>
        </attribute>
        <attribute>
          <name>binormal</name>
          <index>7</index>
        </attribute>
      </program>
      <uniform>
        <name>NoiseTex</name>
        <type>sampler-3d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>BaseTex</name>
        <type>sampler-2d</type>
        <value type="int">1</value>
      </uniform>
      <uniform>
        <name>NormalTex</name>
        <type>sampler-2d</type>
        <value type="int">2</value>
      </uniform>
      <uniform>
        <name>depth_factor</name>
        <type>float</type>
        <value>
          <use>depth-factor</use>
        </value>
      </uniform>
      <uniform>
        <name>snowlevel</name>
        <type>float</type>
        <value>
          <use>snow-level</use>
        </value>
      </uniform>
      <uniform>
        <name>quality_level</name>
        <type>float</type>
        <value>
          <use>quality-level</use>
        </value>
      </uniform>
      <!-- 	    BEGIN fog include -->
      <uniform>
        <name>visibility</name>
        <type>float</type>
        <value>
          <use>visibility</use>
        </value>
      </uniform>
      <uniform>
        <name>avisibility</name>
        <type>float</type>
        <value>
          <use>avisibility</use>
        </value>
      </uniform>
      <uniform>
        <name>hazeLayerAltitude</name>
        <type>float</type>
        <value>
          <use>lthickness</use>
        </value>
      </uniform>
      <uniform>
        <name>scattering</name>
        <type>float</type>
        <value>
          <use>scattering</use>
        </value>
      </uniform>
      <uniform>
        <name>terminator</name>
        <type>float</type>
        <value>
          <use>terminator</use>
        </value>
      </uniform>
      <uniform>
        <name>fogType</name>
        <type>int</type>
        <value>
          <use>fogtype</use>
        </value>
      </uniform>
      <!-- 			END fog include -->
    </pass>
  </technique>
</PropertyList>
