<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
  <name>Effects/thrust-flame</name>
  <parameters>
    <texture n="0">
      <type>white</type>
    </texture>
    <flame_radius_fraction type="float">0.2</flame_radius_fraction>
    <thrust_collimation type="float">0.1</thrust_collimation>
    <thrust_density type="float">0.5</thrust_density>
    <base_flame_density type="float">1.0</base_flame_density>
    <shock_frequency type="float">0.5</shock_frequency>
    <noise_strength type="float">0.2</noise_strength>
    <noise_scale type="float">0.1</noise_scale>
    <flame_color_low_r type="float">0.95</flame_color_low_r>
    <flame_color_low_g type="float">0.55</flame_color_low_g>
    <flame_color_low_b type="float">0.0</flame_color_low_b>
    <flame_color_high_r type="float">1.0</flame_color_high_r>
    <flame_color_high_g type="float">0.8</flame_color_high_g>
    <flame_color_high_b type="float">0.3</flame_color_high_b>
    <base_flame_r type="float">1.0</base_flame_r>
    <base_flame_g type="float">0.8</base_flame_g>
    <base_flame_b type="float">0.3</base_flame_b>
    <random_seed type="float">0.0</random_seed>
    <deflection_coeff type="float">0.0</deflection_coeff>
    <use_shocks type="int">1</use_shocks>
    <use_noise type="int">1</use_noise>
    <visibility>
      <use>/environment/ground-visibility-m</use>
    </visibility>
    <avisibility>
      <use>/environment/visibility-m</use>
    </avisibility>
    <lthickness>
      <use>/environment/ground-haze-thickness-m</use>
    </lthickness>
    <terrain_alt>
      <use>/environment/mean-terrain-elevation-m</use>
    </terrain_alt>
    <eye_alt>
      <use>/sim/rendering/eye-altitude-m</use>
    </eye_alt>
  </parameters>
  <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>
      <rendering-hint>
        <use>rendering-hint</use>
      </rendering-hint>
      <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>
        <active>
          <use>texture[0]/active</use>
        </active>
        <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>
      <depth>
        <write-mask>false</write-mask>
      </depth>
      <vertex-program-two-side>false</vertex-program-two-side>
      <program>
        <vertex-shader>Shaders/ALS/thrustflame.vert</vertex-shader>
        <fragment-shader>Shaders/ALS/thrustflame.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
      </program>
      <uniform>
        <name>flame_radius_fraction</name>
        <type>float</type>
        <value>
          <use>flame_radius_fraction</use>
        </value>
      </uniform>
      <uniform>
        <name>thrust_collimation</name>
        <type>float</type>
        <value>
          <use>thrust_collimation</use>
        </value>
      </uniform>
      <uniform>
        <name>thrust_density</name>
        <type>float</type>
        <value>
          <use>thrust_density</use>
        </value>
      </uniform>
      <uniform>
        <name>base_flame_density</name>
        <type>float</type>
        <value>
          <use>base_flame_density</use>
        </value>
      </uniform>
      <uniform>
        <name>shock_frequency</name>
        <type>float</type>
        <value>
          <use>shock_frequency</use>
        </value>
      </uniform>
      <uniform>
        <name>noise_strength</name>
        <type>float</type>
        <value>
          <use>noise_strength</use>
        </value>
      </uniform>
      <uniform>
        <name>noise_scale</name>
        <type>float</type>
        <value>
          <use>noise_scale</use>
        </value>
      </uniform>
      <uniform>
        <name>random_seed</name>
        <type>float</type>
        <value>
          <use>random_seed</use>
        </value>
      </uniform>
      <uniform>
        <name>flame_color_low_r</name>
        <type>float</type>
        <value>
          <use>flame_color_low_r</use>
        </value>
      </uniform>
      <uniform>
        <name>flame_color_low_g</name>
        <type>float</type>
        <value>
          <use>flame_color_low_g</use>
        </value>
      </uniform>
      <uniform>
        <name>flame_color_low_b</name>
        <type>float</type>
        <value>
          <use>flame_color_low_b</use>
        </value>
      </uniform>
      <uniform>
        <name>flame_color_high_r</name>
        <type>float</type>
        <value>
          <use>flame_color_high_r</use>
        </value>
      </uniform>
      <uniform>
        <name>flame_color_high_g</name>
        <type>float</type>
        <value>
          <use>flame_color_high_g</use>
        </value>
      </uniform>
      <uniform>
        <name>flame_color_high_b</name>
        <type>float</type>
        <value>
          <use>flame_color_high_b</use>
        </value>
      </uniform>
      <uniform>
        <name>base_flame_r</name>
        <type>float</type>
        <value>
          <use>base_flame_r</use>
        </value>
      </uniform>
      <uniform>
        <name>base_flame_g</name>
        <type>float</type>
        <value>
          <use>base_flame_g</use>
        </value>
      </uniform>
      <uniform>
        <name>base_flame_b</name>
        <type>float</type>
        <value>
          <use>base_flame_b</use>
        </value>
      </uniform>
      <uniform>
        <name>deflection_coeff</name>
        <type>float</type>
        <value>
          <use>deflection_coeff</use>
        </value>
      </uniform>
      <uniform>
        <name>use_shocks</name>
        <type>int</type>
        <value>
          <use>use_shocks</use>
        </value>
      </uniform>
      <uniform>
        <name>use_noise</name>
        <type>int</type>
        <value>
          <use>use_noise</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>
    </pass>
  </technique>
</PropertyList>
