<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
  <name>Effects/planet-cloudlayer</name>
  <parameters>
    <texture n="0">
      <type>white</type>
    </texture>
    <texture n="1">
      <image>Models/Astro/cloud_structure.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>
    <vertex-program-two-side type="bool">false</vertex-program-two-side>
    <material>
      <color-mode-uniform>1</color-mode-uniform>
      <!-- DIFFUSE -->
    </material>
    <visibility>
      <use>/environment/visibility-m</use>
    </visibility>
    <use-overlay-textures>
      <use>/earthview/overlay-texture-flag</use>
    </use-overlay-textures>
    <use-cloud-normals>
      <use>/earthview/cloud-normal-flag</use>
    </use-cloud-normals>
    <shade-effect>
      <use>/earthview/shade-effect</use>
    </shade-effect>
    <cloudcover-bias>
      <use>/earthview/cloudcover-bias</use>
    </cloudcover-bias>
    <sun-angle>
      <use>/sim/time/sun-angle-rad</use>
    </sun-angle>
    <moonlight>
      <use>/environment/moonlight</use>
    </moonlight>
    <air_pollution>
      <use>/environment/air-pollution-norm</use>
    </air_pollution>
    <roi_x1>
      <use>/earthview/roi-x1</use>
    </roi_x1>
    <roi_y1>
      <use>/earthview/roi-y1</use>
    </roi_y1>
    <lightning>
      <use>/earthview/lightning</use>
    </lightning>
    <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>
  </parameters>
  <generate>
    <normal type="int">15</normal>
    <tangent type="int">6</tangent>
  </generate>
  <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>
        <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>
      <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>smooth</shade-model>
      <cull-face>
        <use>cull-face</use>
      </cull-face>
      <rendering-hint>transparent</rendering-hint>
      <render-bin>
        <bin-number>110</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>
      <texture-unit>
        <unit>1</unit>
        <image>
          <use>texture[1]/image</use>
        </image>
        <type>
          <use>texture[1]/type</use>
        </type>
        <filter>
          <use>texture[1]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[1]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[1]/wrap-t</use>
        </wrap-t>
        <internal-format>
          <use>texture[1]/internal-format</use>
        </internal-format>
      </texture-unit>
      <program>
        <vertex-shader>Shaders/ALS/planet.vert</vertex-shader>
        <fragment-shader>Shaders/ALS/planet-cloudlayer.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
        <attribute>
          <name>tangent</name>
          <index>6</index>
        </attribute>
        <attribute>
          <name>normal</name>
          <index>15</index>
        </attribute>
      </program>
      <uniform>
        <name>texture</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>structure_texture</name>
        <type>sampler-2d</type>
        <value type="int">1</value>
      </uniform>
      <uniform>
        <name>use_overlay</name>
        <type>bool</type>
        <value>
          <use>use-overlay-textures</use>
        </value>
      </uniform>
      <uniform>
        <name>use_cloud_normals</name>
        <type>bool</type>
        <value>
          <use>use-cloud-normals</use>
        </value>
      </uniform>
      <uniform>
        <name>colorMode</name>
        <type>int</type>
        <value>
          <use>material/color-mode-uniform</use>
        </value>
      </uniform>
      <uniform>
        <name>visibility</name>
        <type>float</type>
        <value>
          <use>visibility</use>
        </value>
      </uniform>
      <uniform>
        <name>shade_effect</name>
        <type>float</type>
        <value>
          <use>shade-effect</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudcover_bias</name>
        <type>float</type>
        <value>
          <use>cloudcover-bias</use>
        </value>
      </uniform>
      <uniform>
        <name>air_pollution</name>
        <type>float</type>
        <value>
          <use>air_pollution</use>
        </value>
      </uniform>
      <uniform>
        <name>sun_angle</name>
        <type>float</type>
        <value>
          <use>sun-angle</use>
        </value>
      </uniform>
      <uniform>
        <name>moonlight</name>
        <type>float</type>
        <value>
          <use>moonlight</use>
        </value>
      </uniform>
      <uniform>
        <name>lightning</name>
        <type>float</type>
        <value>
          <use>lightning</use>
        </value>
      </uniform>
      <uniform>
        <name>roi_x1</name>
        <type>float</type>
        <value>
          <use>roi_x1</use>
        </value>
      </uniform>
      <uniform>
        <name>roi_y1</name>
        <type>float</type>
        <value>
          <use>roi_y1</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>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>
