<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
  <name>Effects/aurora</name>
  <parameters>
    <texture n="0">
      <type>white</type>
    </texture>
    <vertex-program-two-side type="bool">true</vertex-program-two-side>
    <material>
      <color-mode-uniform>1</color-mode-uniform>
      <!-- DIFFUSE -->
    </material>
    <strength>
      <use>/environment/aurora/strength</use>
    </strength>
    <ray_factor>
      <use>/environment/aurora/ray-factor</use>
    </ray_factor>
    <upper_alt_factor>
      <use>/environment/aurora/upper-alt-factor</use>
    </upper_alt_factor>
    <penetration_factor>
      <use>/environment/aurora/penetration-factor</use>
    </penetration_factor>
    <patchiness>
      <use>/environment/aurora/patchiness</use>
    </patchiness>
    <afterglow>
      <use>/environment/aurora/afterglow</use>
    </afterglow>
    <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-cloud</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>
    <arc_id>0.0</arc_id>
  </parameters>
  <technique n="19">
    <scheme>als-lighting</scheme>
    <predicate>
      <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>
    </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>
        <source>src-alpha</source>
        <destination>one-minus-src-alpha</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>
      <depth>
        <write-mask>false</write-mask>
      </depth>
      <render-bin>
        <bin-number>111</bin-number>
        <bin-name>DepthSortedBin</bin-name>
      </render-bin>
      <texture-unit>
        <!-- The texture unit is always active because the shaders expect
             that. -->
        <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>
      <vertex-program-two-side>
        <use>vertex-program-two-side</use>
      </vertex-program-two-side>
      <program>
        <vertex-shader>Shaders/ALS/planet-aurora.vert</vertex-shader>
        <fragment-shader>Shaders/ALS/planet-aurora.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
      </program>
      <uniform>
        <name>texture</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>strength</name>
        <type>float</type>
        <value>
          <use>strength</use>
        </value>
      </uniform>
      <uniform>
        <name>ray_factor</name>
        <type>float</type>
        <value>
          <use>ray_factor</use>
        </value>
      </uniform>
      <uniform>
        <name>upper_alt_factor</name>
        <type>float</type>
        <value>
          <use>upper_alt_factor</use>
        </value>
      </uniform>
      <uniform>
        <name>penetration_factor</name>
        <type>float</type>
        <value>
          <use>penetration_factor</use>
        </value>
      </uniform>
      <uniform>
        <name>patchiness</name>
        <type>float</type>
        <value>
          <use>patchiness</use>
        </value>
      </uniform>
      <uniform>
        <name>afterglow</name>
        <type>float</type>
        <value>
          <use>afterglow</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>arc_id</name>
        <type>float</type>
        <value>
          <use>arc_id</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>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>
    </pass>
  </technique>
</PropertyList>
