<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
  <name>Effects/model-default</name>
  <!-- 	<inherits-from>Effects/shadow</inherits-from> -->
  <parameters>
    <texture n="0">
      <type>white</type>
    </texture>
    <vertex-program-two-side type="bool">false</vertex-program-two-side>
    <material>
      <color-mode-uniform>1</color-mode-uniform>
      <!-- DIFFUSE -->
    </material>
    <material-id>0</material-id>
    <!-- 		BEGIN 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>
    <ground_scattering>
      <use>/environment/surface/scattering</use>
    </ground_scattering>
    <terminator>
      <use>/environment/terminator-relative-position-m</use>
    </terminator>
    <terrain_alt>
      <use>/environment/mean-terrain-elevation-m</use>
    </terrain_alt>
    <overcast>
      <use>/rendering/scene/overcast</use>
    </overcast>
    <eye_alt>
      <use>/sim/rendering/eye-altitude-m</use>
    </eye_alt>
    <cloud_self_shading>
      <use>/environment/cloud-self-shading</use>
    </cloud_self_shading>
    <moonlight>
      <use>/environment/moonlight</use>
    </moonlight>
    <fogtype>
      <use>/sim/rendering/shaders/skydome</use>
    </fogtype>
    <air_pollution>
      <use>/environment/air-pollution-norm</use>
    </air_pollution>
    <use_filtering>
      <use>/sim/rendering/als-filters/use-filtering</use>
    </use_filtering>
    <gamma>
      <use>/sim/rendering/als-filters/gamma</use>
    </gamma>
    <brightness>
      <use>/sim/rendering/als-filters/brightness</use>
    </brightness>
    <delta_T>
      <use>/environment/surface/delta-T-structure</use>
    </delta_T>
    <fact_grey>
      <use>/sim/rendering/als-filters/grey-factor</use>
    </fact_grey>
    <fact_black>
      <use>/sim/rendering/als-filters/black-factor</use>
    </fact_black>
    <use_night_vision>
      <use>/sim/rendering/als-filters/use-night-vision</use>
    </use_night_vision>
    <use_IR_vision>
      <use>/sim/rendering/als-filters/use-IR-vision</use>
    </use_IR_vision>
    <display_xsize>
      <use>/sim/startup/xsize</use>
    </display_xsize>
    <display_ysize>
      <use>/sim/startup/ysize</use>
    </display_ysize>
    <view_pitch_offset>
      <use>/sim/current-view/pitch-offset-deg</use>
    </view_pitch_offset>
    <view_heading_offset>
      <use>/sim/current-view/heading-offset-deg</use>
    </view_heading_offset>
    <view_fov>
      <use>/sim/current-view/field-of-view</use>
    </view_fov>
    <use_searchlight>
      <use>/sim/rendering/als-secondary-lights/use-searchlight</use>
    </use_searchlight>
    <use_landing_light>
      <use>/sim/rendering/als-secondary-lights/use-landing-light</use>
    </use_landing_light>
    <use_alt_landing_light>
      <use>/sim/rendering/als-secondary-lights/use-alt-landing-light</use>
    </use_alt_landing_light>
    <landing_light1_offset>
      <use>/sim/rendering/als-secondary-lights/landing-light1-offset-deg</use>
    </landing_light1_offset>
    <landing_light2_offset>
      <use>/sim/rendering/als-secondary-lights/landing-light2-offset-deg</use>
    </landing_light2_offset>
    <landing_light3_offset>
      <use>/sim/rendering/als-secondary-lights/landing-light3-offset-deg</use>
    </landing_light3_offset>
    <use_geo_light type="int">0</use_geo_light>
    <geo_light_r type="float">0.0</geo_light_r>
    <geo_light_g type="float">0.0</geo_light_g>
    <geo_light_b type="float">0.0</geo_light_b>
    <geo_light_x type="float">0.0</geo_light_x>
    <geo_light_y type="float">0.0</geo_light_y>
    <geo_light_z type="float">0.0</geo_light_z>
    <geo_light_radius type="float">0.0</geo_light_radius>
    <geo_ambience type="float">0.0</geo_ambience>
    <quality_level>
      <use>/sim/rendering/shaders/landmass</use>
    </quality_level>
    <tquality_level>
      <use>/sim/rendering/shaders/transition</use>
    </tquality_level>
    <!-- 		END fog include -->
    <!-- BEGIN shadows include -->
    <shadows_enabled>
      <use>/sim/rendering/als/shadows/enabled</use>
    </shadows_enabled>
    <sun_atlas_size>
      <use>/sim/rendering/als/shadows/sun-atlas-size</use>
    </sun_atlas_size>
    <!-- END shadows include -->
  </parameters>
  <technique n="8">
    <predicate>
      <and>
        <property>/sim/rendering/shaders/quality-level</property>
        <property>/sim/rendering/shaders/generic</property>
        <or>
          <less-equal>
            <value type="float">2.0</value>
            <glversion/>
          </less-equal>
          <and>
            <extension-supported>GL_ARB_shader_objects</extension-supported>
            <extension-supported>GL_ARB_shading_language_100</extension-supported>
            <extension-supported>GL_ARB_vertex_shader</extension-supported>
            <extension-supported>GL_ARB_fragment_shader</extension-supported>
          </and>
        </or>
      </and>
    </predicate>
    <pass>
      <lighting>true</lighting>
      <material>
        <active>
          <use>material/active</use>
        </active>
        <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>
          <use>material/color-mode</use>
        </color-mode>
      </material>
      <blend>
        <active>
          <use>blend/active</use>
        </active>
        <source>
          <use>blend/source</use>
        </source>
        <destination>
          <use>blend/destination</use>
        </destination>
      </blend>
      <shade-model>
        <use>shade-model</use>
      </shade-model>
      <cull-face>
        <use>cull-face</use>
      </cull-face>
      <rendering-hint>
        <use>rendering-hint</use>
      </rendering-hint>
      <texture-unit>
        <!-- The texture unit is always active because the shaders expect
             that. -->
        <unit>0</unit>
        <!-- If there is a texture, the type in the derived effect
        will be "2d". -->
        <type>
          <use>texture[0]/type</use>
        </type>
        <image>
          <use>texture[0]/image</use>
        </image>
        <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>
      <vertex-program-two-side>
        <use>vertex-program-two-side</use>
      </vertex-program-two-side>
      <program n="0">
        <!-- 				<vertex-shader n="0">Shaders/Default/include_fog.vert</vertex-shader> -->
        <!--fog include-->
        <vertex-shader n="1">Shaders/Default/default.vert</vertex-shader>
        <fragment-shader n="0">Shaders/Default/include_fog.frag</fragment-shader>
        <!--fog include-->
        <fragment-shader n="1">Shaders/Default/default.frag</fragment-shader>
      </program>
      <!-- 			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 -->
      <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>
    </pass>
  </technique>
  <technique n="9">
    <pass>
      <lighting>true</lighting>
      <material>
        <active>
          <use>material/active</use>
        </active>
        <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>
          <use>material/color-mode</use>
        </color-mode>
      </material>
      <blend>
        <active>
          <use>blend/active</use>
        </active>
        <source>
          <use>blend/source</use>
        </source>
        <destination>
          <use>blend/destination</use>
        </destination>
      </blend>
      <shade-model>
        <use>shade-model</use>
      </shade-model>
      <cull-face>
        <use>cull-face</use>
      </cull-face>
      <rendering-hint>
        <use>rendering-hint</use>
      </rendering-hint>
      <texture-unit>
        <active>
          <use>texture[0]/active</use>
        </active>
        <unit>0</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>
          -->
        <environment>
          <mode>modulate</mode>
        </environment>
      </texture-unit>
      <!-- A two-sided lighting model is set by default near the root
           of the scene graph. Perhaps that ought to be set in this
           effect?
        -->
    </pass>
  </technique>
  <technique n="19">
    <scheme>als-lighting</scheme>
    <predicate>
      <and>
        <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>
        <active>
          <use>material/active</use>
        </active>
        <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>
          <use>material/color-mode</use>
        </color-mode>
      </material>
      <blend>
        <active>
          <use>blend/active</use>
        </active>
        <source>
          <use>blend/source</use>
        </source>
        <destination>
          <use>blend/destination</use>
        </destination>
      </blend>
      <shade-model>
        <use>shade-model</use>
      </shade-model>
      <cull-face>
        <use>cull-face</use>
      </cull-face>
      <!--<render-bin>
		<bin-number>1</bin-number>
		<bin-name>RenderBin</bin-name>
	</render-bin>-->
      <rendering-hint>
        <use>rendering-hint</use>
      </rendering-hint>
      <texture-unit>
        <!-- The texture unit is always active because the shaders expect
             that. -->
        <unit>0</unit>
        <!-- If there is a texture, the type in the derived effect
        will be "2d". -->
        <type>
          <use>texture[0]/type</use>
        </type>
        <image>
          <use>texture[0]/image</use>
        </image>
        <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>
      <vertex-program-two-side>
        <use>vertex-program-two-side</use>
      </vertex-program-two-side>
      <program>
        <vertex-shader>Shaders/ALS/generic-base.vert</vertex-shader>
        <vertex-shader>Shaders/ALS/shadows-include.vert</vertex-shader>
        <fragment-shader>Shaders/ALS/model-base.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/shadows-include.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/clustered-include.frag</fragment-shader>
        <uniform-block-binding>
          <name>PointLightBlock</name>
          <index>5</index>
        </uniform-block-binding>
        <uniform-block-binding>
          <name>SpotLightBlock</name>
          <index>6</index>
        </uniform-block-binding>
      </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>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>
