<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
  <name>Effects/model-interior-display</name>
  <inherits-from>Effects/model-interior</inherits-from>
  <parameters>
    <texture n="5">
      <type>2d</type>
      <filter>linear-mipmap-linear</filter>
      <wrap-s>clamp</wrap-s>
      <wrap-t>clamp</wrap-t>
      <internal-format>normalized</internal-format>
      <image>Aircraft/Generic/Effects/dust-effect-overlay.png</image>
    </texture>
    <sample-res>0.0007</sample-res>
    <dirt-factor>3.0</dirt-factor>
    <contrast>1.0</contrast>
  </parameters>
  <!--  <technique n="4">
    <predicate>
      <and>
        <property>/sim/rendering/shaders/skydome</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>
        <unit>0</unit>
        <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>
      </texture-unit>
      <texture-unit>
	<unit>4</unit>
	<type><use>texture[4]/type</use></type>
	<images><use>texture[4]/images</use></images>
      </texture-unit>
      <vertex-program-two-side>
        <use>vertex-program-two-side</use>
      </vertex-program-two-side>
      <program>
        <vertex-shader>Shaders/ALS/shadows-include.vert</vertex-shader>
        <vertex-shader>Shaders/ALS/generic-base.vert</vertex-shader>
        <fragment-shader>Shaders/ALS/model-interior-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>
      </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>offset_vec</name>
        <type>float-vec3</type>
        <value><use>opacity-cube-center</use></value>
     </uniform>
     <uniform>
        <name>scale_vec</name>
        <type>float-vec3</type>
        <value><use>opacity-cube-scale</use></value>
     </uniform>
     <uniform>
        <name>angle</name>
        <type>float</type>
        <value><use>opacity-cube-angle</use></value>
     </uniform>
     <uniform>
        <name>tag_color</name>
        <type>float-vec3</type>
        <value><use>implicit-lightmap-tag-color</use></value>
     </uniform>
     <uniform>
        <name>emit_color</name>
        <type>float-vec3</type>
        <value><use>implicit-lightmap-emit-color</use></value>
     </uniform>
     <uniform>
        <name>light_filter_one</name>
        <type>float-vec3</type>
        <value><use>light-filter-one</use></value>
     </uniform>
     <uniform>
        <name>light_filter_two</name>
        <type>float-vec3</type>
        <value><use>light-filter-two</use></value>
     </uniform>
     <uniform>
        <name>light_radius</name>
        <type>float</type>
        <value><use>light-radius</use></value>
     </uniform>
     <uniform>
        <name>threshold_low</name>
        <type>float</type>
        <value><use>implicit-lightmap-threshold-low</use></value>
     </uniform>
     <uniform>
        <name>threshold_high</name>
        <type>float</type>
        <value><use>implicit-lightmap-threshold-high</use></value>
     </uniform>
    <uniform>
        <name>emit_intensity</name>
        <type>float</type>
        <value><use>implicit-lightmap-intensity</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>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>  -->
  <!-- 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_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>texture</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
	<name>cube_texture</name>
        <type>sampler-cube</type>
	<value type="int">4</value>
      </uniform>
      <uniform>
        <name>colorMode</name>
        <type>int</type>
        <value><use>material/color-mode-uniform</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>implicit_lightmap_enabled</name>
        <type>int</type>
        <value><use>implicit-lightmap-enabled</use></value>
      </uniform>
      <uniform>
 	<name>use_flashlight</name>
 	<type>int</type>
 	<value><use>use-flashlight</use></value>
      </uniform>
    </pass>
  </technique>-->
  <technique n="16">
    <scheme>als-lighting</scheme>
    <predicate>
      <and>
        <less-equal>
          <value type="float">2.0</value>
          <float-property>/sim/rendering/shaders/model</float-property>
        </less-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>
        <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>
        <unit>0</unit>
        <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>
      </texture-unit>
      <texture-unit>
        <unit>3</unit>
        <type>
          <use>texture[3]/type</use>
        </type>
        <image>
          <use>texture[3]/image</use>
        </image>
        <filter>
          <use>texture[3]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[3]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[3]/wrap-t</use>
        </wrap-t>
      </texture-unit>
      <texture-unit>
        <unit>4</unit>
        <type>
          <use>texture[4]/type</use>
        </type>
        <images>
          <use>texture[4]/images</use>
        </images>
      </texture-unit>
      <texture-unit>
        <unit>5</unit>
        <type>
          <use>texture[5]/type</use>
        </type>
        <image>
          <use>texture[5]/image</use>
        </image>
        <filter>
          <use>texture[5]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[5]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[5]/wrap-t</use>
        </wrap-t>
      </texture-unit>
      <texture-unit>
        <unit>7</unit>
        <type>
          <use>texture[7]/type</use>
        </type>
        <image>
          <use>texture[7]/image</use>
        </image>
        <filter>
          <use>texture[7]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[7]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[7]/wrap-t</use>
        </wrap-t>
      </texture-unit>
      <vertex-program-two-side>
        <use>vertex-program-two-side</use>
      </vertex-program-two-side>
      <program>
        <vertex-shader>Shaders/ALS/model-interior-detailed.vert</vertex-shader>
        <fragment-shader>Shaders/ALS/model-interior-display.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>
      </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>offset_vec</name>
        <type>float-vec3</type>
        <value>
          <use>opacity-cube-center</use>
        </value>
      </uniform>
      <uniform>
        <name>scale_vec</name>
        <type>float-vec3</type>
        <value>
          <use>opacity-cube-scale</use>
        </value>
      </uniform>
      <uniform>
        <name>angle</name>
        <type>float</type>
        <value>
          <use>opacity-cube-angle</use>
        </value>
      </uniform>
      <uniform>
        <name>tag_color</name>
        <type>float-vec3</type>
        <value>
          <use>implicit-lightmap-tag-color</use>
        </value>
      </uniform>
      <uniform>
        <name>emit_color</name>
        <type>float-vec3</type>
        <value>
          <use>implicit-lightmap-emit-color</use>
        </value>
      </uniform>
      <uniform>
        <name>light_filter_one</name>
        <type>float-vec3</type>
        <value>
          <use>light-filter-one</use>
        </value>
      </uniform>
      <uniform>
        <name>light_filter_two</name>
        <type>float-vec3</type>
        <value>
          <use>light-filter-two</use>
        </value>
      </uniform>
      <uniform>
        <name>light_radius</name>
        <type>float</type>
        <value>
          <use>light-radius</use>
        </value>
      </uniform>
      <uniform>
        <name>threshold_low</name>
        <type>float</type>
        <value>
          <use>implicit-lightmap-threshold-low</use>
        </value>
      </uniform>
      <uniform>
        <name>threshold_high</name>
        <type>float</type>
        <value>
          <use>implicit-lightmap-threshold-high</use>
        </value>
      </uniform>
      <uniform>
        <name>emit_intensity</name>
        <type>float</type>
        <value>
          <use>implicit-lightmap-intensity</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>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>lightmap_r_factor</name>
        <type>float</type>
        <value>
          <use>lightmap-factor[0]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_r_color</name>
        <type>float-vec3</type>
        <value>
          <use>lightmap-color[0]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_g_factor</name>
        <type>float</type>
        <value>
          <use>lightmap-factor[1]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_g_color</name>
        <type>float-vec3</type>
        <value>
          <use>lightmap-color[1]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_b_factor</name>
        <type>float</type>
        <value>
          <use>lightmap-factor[2]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_b_color</name>
        <type>float-vec3</type>
        <value>
          <use>lightmap-color[2]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_a_factor</name>
        <type>float</type>
        <value>
          <use>lightmap-factor[3]</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_a_color</name>
        <type>float-vec3</type>
        <value>
          <use>lightmap-color[3]</use>
        </value>
      </uniform>
      <uniform>
        <name>grain_magnification</name>
        <type>float</type>
        <value>
          <use>grain-magnification</use>
        </value>
      </uniform>
      <uniform>
        <name>irradiance_map_strength</name>
        <type>float</type>
        <value>
          <use>irradiance-map-strength</use>
        </value>
      </uniform>
      <uniform>
        <name>ra_irradiance_map_strength</name>
        <type>float</type>
        <value>
          <use>ra-irradiance-map-strength</use>
        </value>
      </uniform>
      <uniform>
        <name>residual_ambience_r</name>
        <type>float</type>
        <value>
          <use>residual-ambience-r</use>
        </value>
      </uniform>
      <uniform>
        <name>residual_ambience_g</name>
        <type>float</type>
        <value>
          <use>residual-ambience-g</use>
        </value>
      </uniform>
      <uniform>
        <name>residual_ambience_b</name>
        <type>float</type>
        <value>
          <use>residual-ambience-b</use>
        </value>
      </uniform>
      <uniform>
        <name>sample_res</name>
        <type>float</type>
        <value>
          <use>sample-res</use>
        </value>
      </uniform>
      <uniform>
        <name>dirt_factor</name>
        <type>float</type>
        <value>
          <use>dirt-factor</use>
        </value>
      </uniform>
      <uniform>
        <name>contrast</name>
        <type>float</type>
        <value>
          <use>contrast</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_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>texture</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>lightmap_texture</name>
        <type>sampler-2d</type>
        <value type="int">3</value>
      </uniform>
      <uniform>
        <name>cube_texture</name>
        <type>sampler-cube</type>
        <value type="int">4</value>
      </uniform>
      <uniform>
        <name>dust_texture</name>
        <type>sampler-2d</type>
        <value type="int">5</value>
      </uniform>
      <uniform>
        <name>grain_texture</name>
        <type>sampler-2d</type>
        <value type="int">7</value>
      </uniform>
      <uniform>
        <name>colorMode</name>
        <type>int</type>
        <value>
          <use>material/color-mode-uniform</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>implicit_lightmap_enabled</name>
        <type>int</type>
        <value>
          <use>implicit-lightmap-enabled</use>
        </value>
      </uniform>
      <uniform>
        <name>use_flashlight</name>
        <type>int</type>
        <value>
          <use>use-flashlight</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_enabled</name>
        <type>int</type>
        <value>
          <use>lightmap-enabled</use>
        </value>
      </uniform>
      <uniform>
        <name>lightmap_multi</name>
        <type>int</type>
        <value>
          <use>lightmap-multi</use>
        </value>
      </uniform>
      <uniform>
        <name>irradiance_map_type</name>
        <type>int</type>
        <value>
          <use>irradiance-map-type</use>
        </value>
      </uniform>
      <uniform>
        <name>ra_irradiance_map_type</name>
        <type>int</type>
        <value>
          <use>ra-irradiance-map-type</use>
        </value>
      </uniform>
      <uniform>
        <name>grain_texture_enabled</name>
        <type>int</type>
        <value>
          <use>grain-texture-enabled</use>
        </value>
      </uniform>
    </pass>
  </technique>
</PropertyList>
