<?xml version='1.0' encoding='UTF-8'?>
<PropertyList>
  <name>Effects/water</name>
  <inherits-from>Effects/terrain-default</inherits-from>
  <parameters>
    <texture n="0">
      <image>Textures/Water/water-reflection.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>
    <texture n="2">
      <image>Textures/Water/waves-ver10-nm.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>
    <texture n="3">
      <image>Textures/Water/water_sine_nmap.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>
    <texture n="4">
      <image>Textures/Water/water-reflection-grey.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>
    <texture n="5">
      <image>Textures/Water/sea_foam.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>
    <texture n="6">
      <image>Textures/Water/perlin-noise-nm.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>
    <texture n="7">
      <image>Textures/Globe/ocean_depth_1.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>
    <texture n="10">
      <image>Textures/Terrain/packice-overlay.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>
    <normalmap_dds type="float">0.0</normalmap_dds>
    <saturation>
      <use>/rendering/scene/saturation</use>
    </saturation>
    <status>
      <use>/environment/config/enabled</use>
    </status>
    <overcast>
      <use>/rendering/scene/overcast</use>
    </overcast>
    <cloud-cover n="0">
      <use>/environment/clouds/layer[0]/coverage-type</use>
    </cloud-cover>
    <cloud-cover n="1">
      <use>/environment/clouds/layer[1]/coverage-type</use>
    </cloud-cover>
    <cloud-cover n="2">
      <use>/environment/clouds/layer[2]/coverage-type</use>
    </cloud-cover>
    <cloud-cover n="3">
      <use>/environment/clouds/layer[3]/coverage-type</use>
    </cloud-cover>
    <cloud-cover n="4">
      <use>/environment/clouds/layer[4]/coverage-type</use>
    </cloud-cover>
    <windE>
      <use>/environment/sea/surface/wind-from-east-fps</use>
    </windE>
    <windN>
      <use>/environment/sea/surface/wind-from-north-fps</use>
    </windN>
    <WaveFreq>
      <use>/environment/wave/freq</use>
    </WaveFreq>
    <WaveAmp>
      <use>/environment/wave/amp</use>
    </WaveAmp>
    <WaveSharp>
      <use>/environment/wave/sharp</use>
    </WaveSharp>
    <WaveAngle>
      <use>/environment/wave/angle</use>
    </WaveAngle>
    <WaveFactor>
      <use>/environment/wave/factor</use>
    </WaveFactor>
    <WaveDAngle>
      <use>/environment/wave/dangle</use>
    </WaveDAngle>
    <!-- 	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>
    <fogstructure>
      <use>/environment/fog-structure</use>
    </fogstructure>
    <air_pollution>
      <use>/environment/air-pollution-norm</use>
    </air_pollution>
    <ice_cover>
      <use>/environment/sea/surface/ice-cover</use>
    </ice_cover>
    <quality_level>
      <use>/sim/rendering/shaders/landmass</use>
    </quality_level>
    <!-- sea colors -->
    <sea_r>
      <use>/environment/sea/color_r</use>
    </sea_r>
    <sea_g>
      <use>/environment/sea/color_g</use>
    </sea_g>
    <sea_b>
      <use>/environment/sea/color_b</use>
    </sea_b>
    <!-- rotor wash -->
    <wash-x>
      <use>/environment/aircraft-effects/wash-x</use>
    </wash-x>
    <wash-y>
      <use>/environment/aircraft-effects/wash-y</use>
    </wash-y>
    <wash-strength>
      <use>/environment/aircraft-effects/wash-strength</use>
    </wash-strength>
    <!-- filtering -->
    <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>
    <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>
    <delta_T>
      <use>/environment/surface/delta-T-water</use>
    </delta_T>
    <!-- cloud shadows -->
    <cloudpos1_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[0]</use>
    </cloudpos1_x>
    <cloudpos1_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[0]</use>
    </cloudpos1_y>
    <cloudpos2_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[1]</use>
    </cloudpos2_x>
    <cloudpos2_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[1]</use>
    </cloudpos2_y>
    <cloudpos3_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[2]</use>
    </cloudpos3_x>
    <cloudpos3_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[2]</use>
    </cloudpos3_y>
    <cloudpos4_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[3]</use>
    </cloudpos4_x>
    <cloudpos4_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[3]</use>
    </cloudpos4_y>
    <cloudpos5_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[4]</use>
    </cloudpos5_x>
    <cloudpos5_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[4]</use>
    </cloudpos5_y>
    <cloudpos6_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[5]</use>
    </cloudpos6_x>
    <cloudpos6_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[5]</use>
    </cloudpos6_y>
    <cloudpos7_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[6]</use>
    </cloudpos7_x>
    <cloudpos7_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[6]</use>
    </cloudpos7_y>
    <cloudpos8_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[7]</use>
    </cloudpos8_x>
    <cloudpos8_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[7]</use>
    </cloudpos8_y>
    <cloudpos9_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[8]</use>
    </cloudpos9_x>
    <cloudpos9_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[8]</use>
    </cloudpos9_y>
    <cloudpos10_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[9]</use>
    </cloudpos10_x>
    <cloudpos10_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[9]</use>
    </cloudpos10_y>
    <cloudpos11_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[10]</use>
    </cloudpos11_x>
    <cloudpos11_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[10]</use>
    </cloudpos11_y>
    <cloudpos12_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[11]</use>
    </cloudpos12_x>
    <cloudpos12_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[11]</use>
    </cloudpos12_y>
    <cloudpos13_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[12]</use>
    </cloudpos13_x>
    <cloudpos13_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[12]</use>
    </cloudpos13_y>
    <cloudpos14_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[13]</use>
    </cloudpos14_x>
    <cloudpos14_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[13]</use>
    </cloudpos14_y>
    <cloudpos15_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[14]</use>
    </cloudpos15_x>
    <cloudpos15_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[14]</use>
    </cloudpos15_y>
    <cloudpos16_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[15]</use>
    </cloudpos16_x>
    <cloudpos16_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[15]</use>
    </cloudpos16_y>
    <cloudpos17_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[16]</use>
    </cloudpos17_x>
    <cloudpos17_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[16]</use>
    </cloudpos17_y>
    <cloudpos18_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[17]</use>
    </cloudpos18_x>
    <cloudpos18_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[17]</use>
    </cloudpos18_y>
    <cloudpos19_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[18]</use>
    </cloudpos19_x>
    <cloudpos19_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[18]</use>
    </cloudpos19_y>
    <cloudpos20_x>
      <use>/local-weather/cloud-shadows/cloudpos-x[19]</use>
    </cloudpos20_x>
    <cloudpos20_y>
      <use>/local-weather/cloud-shadows/cloudpos-y[19]</use>
    </cloudpos20_y>
    <cloud_shadow_flag>
      <use>/local-weather/cloud-shadows/cloud-shadow-flag</use>
    </cloud_shadow_flag>
    <!-- END fog include -->
  </parameters>
  <generate>
    <tangent type="int">6</tangent>
    <binormal type="int">7</binormal>
  </generate>
  <technique n="6">
    <predicate>
      <and>
        <property>/sim/rendering/shaders/quality-level</property>
        <property>/sim/rendering/shaders/water</property>
        <less-equal>
          <value type="float">4.0</value>
          <float-property>/sim/rendering/shaders/water</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>
        <ambient>
          <use>material/ambient</use>
        </ambient>
        <diffuse>
          <use>material/diffuse</use>
        </diffuse>
        <specular>
          <use>material/specular</use>
        </specular>
        <color-mode>ambient-and-diffuse</color-mode>
      </material>
      <blend>
        <use>transparent</use>
      </blend>
      <alpha-test>
        <use>transparent</use>
      </alpha-test>
      <shade-model>smooth</shade-model>
      <cull-face>back</cull-face>
      <render-bin>
        <bin-number>
          <use>render-bin/bin-number</use>
        </bin-number>
        <bin-name>
          <use>render-bin/bin-name</use>
        </bin-name>
      </render-bin>
      <texture-unit>
        <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>
      </texture-unit>
      <texture-unit>
        <unit>1</unit>
        <type>noise</type>
      </texture-unit>
      <texture-unit>
        <unit>2</unit>
        <image>
          <use>texture[2]/image</use>
        </image>
        <type>
          <use>texture[2]/type</use>
        </type>
        <filter>
          <use>texture[2]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[2]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[2]/wrap-t</use>
        </wrap-t>
        <internal-format>
          <use>texture[2]/internal-format</use>
        </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>3</unit>
        <image>
          <use>texture[3]/image</use>
        </image>
        <type>
          <use>texture[3]/type</use>
        </type>
        <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>
        <internal-format>
          <use>texture[3]/internal-format</use>
        </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>4</unit>
        <image>
          <use>texture[4]/image</use>
        </image>
        <type>
          <use>texture[4]/type</use>
        </type>
        <filter>
          <use>texture[4]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[4]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[4]/wrap-t</use>
        </wrap-t>
        <internal-format>
          <use>texture[4]/internal-format</use>
        </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>5</unit>
        <image>
          <use>texture[5]/image</use>
        </image>
        <type>
          <use>texture[5]/type</use>
        </type>
        <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>
        <internal-format>
          <use>texture[5]/internal-format</use>
        </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>6</unit>
        <image>
          <use>texture[6]/image</use>
        </image>
        <type>
          <use>texture[6]/type</use>
        </type>
        <filter>
          <use>texture[6]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[6]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[6]/wrap-t</use>
        </wrap-t>
        <internal-format>
          <use>texture[6]/internal-format</use>
        </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>7</unit>
        <image>
          <use>texture[7]/image</use>
        </image>
        <type>
          <use>texture[7]/type</use>
        </type>
        <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>
        <internal-format>
          <use>texture[7]/internal-format</use>
        </internal-format>
      </texture-unit>
      <program>
        <vertex-shader>Shaders/Default/water.vert</vertex-shader>
        <fragment-shader>Shaders/Default/include_fog.frag</fragment-shader>
        <fragment-shader>Shaders/Default/water_sine.frag</fragment-shader>
      </program>
      <uniform>
        <name>water_reflection</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>Noise</name>
        <type>sampler-3d</type>
        <value type="int">1</value>
      </uniform>
      <uniform>
        <name>water_normalmap</name>
        <type>sampler-2d</type>
        <value type="int">2</value>
      </uniform>
      <uniform>
        <name>water_dudvmap</name>
        <type>sampler-2d</type>
        <value type="int">3</value>
      </uniform>
      <uniform>
        <name>water_reflection_grey</name>
        <type>sampler-2d</type>
        <value type="int">4</value>
      </uniform>
      <uniform>
        <name>sea_foam</name>
        <type>sampler-2d</type>
        <value type="int">5</value>
      </uniform>
      <uniform>
        <name>perlin_normalmap</name>
        <type>sampler-2d</type>
        <value type="int">6</value>
      </uniform>
      <uniform>
        <name>topo_map</name>
        <type>sampler-2d</type>
        <value type="int">7</value>
      </uniform>
      <!-- normalmap is .dds-->
      <uniform>
        <name>normalmap_dds</name>
        <type>float</type>
        <value>
          <use>normalmap_dds</use>
        </value>
      </uniform>
      <uniform>
        <name>saturation</name>
        <type>float</type>
        <!--<value>0.4</value>-->
        <value>
          <use>saturation</use>
        </value>
      </uniform>
      <uniform>
        <name>CloudCover0</name>
        <type>float</type>
        <value>
          <use>cloud-cover[0]</use>
        </value>
      </uniform>
      <uniform>
        <name>CloudCover1</name>
        <type>float</type>
        <value>
          <use>cloud-cover[1]</use>
        </value>
      </uniform>
      <uniform>
        <name>CloudCover2</name>
        <type>float</type>
        <value>
          <use>cloud-cover[2]</use>
        </value>
      </uniform>
      <uniform>
        <name>CloudCover3</name>
        <type>float</type>
        <value>
          <use>cloud-cover[3]</use>
        </value>
      </uniform>
      <uniform>
        <name>CloudCover4</name>
        <type>float</type>
        <value>
          <use>cloud-cover[4]</use>
        </value>
      </uniform>
      <!--            <uniform>
                <name>CloudCoverLo</name>
                <type>float-vec3</type>
                <value>
                    <use>cloud-cover-lo</use>
                </value>
            </uniform>
            <uniform>
                <name>CloudCoverHi</name>
                <type>float-vec3</type>
                <value>
                    <use>cloud-cover-hi</use>
                </value>
            </uniform>-->
      <uniform>
        <name>Status</name>
        <type>int</type>
        <value>
          <use>status</use>
        </value>
        <!--<value type="int">0</value> -->
      </uniform>
      <uniform>
        <name>Overcast</name>
        <type>float</type>
        <value>
          <use>overcast</use>
        </value>
      </uniform>
      <uniform>
        <name>WindE</name>
        <type>float</type>
        <value>
          <use>windE</use>
        </value>
      </uniform>
      <uniform>
        <name>WindN</name>
        <type>float</type>
        <value>
          <use>windN</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveFreq</name>
        <type>float</type>
        <value>
          <use>WaveFreq</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveAmp</name>
        <type>float</type>
        <value>
          <use>WaveAmp</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveSharp</name>
        <type>float</type>
        <value>
          <use>WaveSharp</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveAngle</name>
        <type>float</type>
        <value>
          <use>WaveAngle</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveFactor</name>
        <type>float</type>
        <value>
          <use>WaveFactor</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveDAngle</name>
        <type>float</type>
        <value>
          <use>WaveDAngle</use>
        </value>
      </uniform>
      <!-- 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>rembrandt_enabled</name>
        <type>int</type>
        <value>
          <use>rembrandt</use>
        </value>
      </uniform>
    </pass>
  </technique>
  <technique n="7">
    <predicate>
      <and>
        <property>/sim/rendering/shaders/quality-level</property>
        <property>/sim/rendering/shaders/water</property>
        <less-equal>
          <value type="float">2.0</value>
          <float-property>/sim/rendering/shaders/water</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>
        <ambient>
          <use>material/ambient</use>
        </ambient>
        <diffuse>
          <use>material/diffuse</use>
        </diffuse>
        <specular>
          <use>material/specular</use>
        </specular>
        <color-mode>ambient-and-diffuse</color-mode>
      </material>
      <blend>
        <use>transparent</use>
      </blend>
      <alpha-test>
        <use>transparent</use>
      </alpha-test>
      <shade-model>smooth</shade-model>
      <cull-face>back</cull-face>
      <render-bin>
        <bin-number>
          <use>render-bin/bin-number</use>
        </bin-number>
        <bin-name>
          <use>render-bin/bin-name</use>
        </bin-name>
      </render-bin>
      <texture-unit>
        <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>
      </texture-unit>
      <texture-unit>
        <unit>2</unit>
        <image>
          <use>texture[2]/image</use>
        </image>
        <type>
          <use>texture[2]/type</use>
        </type>
        <filter>
          <use>texture[2]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[2]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[2]/wrap-t</use>
        </wrap-t>
        <internal-format>
          <use>texture[2]/internal-format</use>
        </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>3</unit>
        <image>
          <use>texture[3]/image</use>
        </image>
        <type>
          <use>texture[3]/type</use>
        </type>
        <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>
        <internal-format>
          <use>texture[3]/internal-format</use>
        </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>4</unit>
        <image>
          <use>texture[4]/image</use>
        </image>
        <type>
          <use>texture[4]/type</use>
        </type>
        <filter>
          <use>texture[4]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[4]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[4]/wrap-t</use>
        </wrap-t>
        <internal-format>
          <use>texture[4]/internal-format</use>
        </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>5</unit>
        <image>
          <use>texture[5]/image</use>
        </image>
        <type>
          <use>texture[5]/type</use>
        </type>
        <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>
        <internal-format>
          <use>texture[5]/internal-format</use>
        </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>6</unit>
        <image>
          <use>texture[6]/image</use>
        </image>
        <type>
          <use>texture[6]/type</use>
        </type>
        <filter>
          <use>texture[6]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[6]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[6]/wrap-t</use>
        </wrap-t>
        <internal-format>
          <use>texture[6]/internal-format</use>
        </internal-format>
      </texture-unit>
      <program>
        <vertex-shader>Shaders/Default/water.vert</vertex-shader>
        <fragment-shader>Shaders/Default/include_fog.frag</fragment-shader>
        <fragment-shader>Shaders/Default/water.frag</fragment-shader>
      </program>
      <uniform>
        <name>water_reflection</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>water_normalmap</name>
        <type>sampler-2d</type>
        <value type="int">2</value>
      </uniform>
      <uniform>
        <name>water_dudvmap</name>
        <type>sampler-2d</type>
        <value type="int">3</value>
      </uniform>
      <uniform>
        <name>water_reflection_grey</name>
        <type>sampler-2d</type>
        <value type="int">4</value>
      </uniform>
      <uniform>
        <name>sea_foam</name>
        <type>sampler-2d</type>
        <value type="int">5</value>
      </uniform>
      <uniform>
        <name>perlin_normalmap</name>
        <type>sampler-2d</type>
        <value type="int">6</value>
      </uniform>
      <!-- normalmap is .dds-->
      <uniform>
        <name>normalmap_dds</name>
        <type>float</type>
        <value>
          <use>normalmap_dds</use>
        </value>
      </uniform>
      <uniform>
        <name>saturation</name>
        <type>float</type>
        <!--<value>0.4</value>-->
        <value>
          <use>saturation</use>
        </value>
      </uniform>
      <uniform>
        <name>CloudCover0</name>
        <type>float</type>
        <value>
          <use>cloud-cover[0]</use>
        </value>
      </uniform>
      <uniform>
        <name>CloudCover1</name>
        <type>float</type>
        <value>
          <use>cloud-cover[1]</use>
        </value>
      </uniform>
      <uniform>
        <name>CloudCover2</name>
        <type>float</type>
        <value>
          <use>cloud-cover[2]</use>
        </value>
      </uniform>
      <uniform>
        <name>CloudCover3</name>
        <type>float</type>
        <value>
          <use>cloud-cover[3]</use>
        </value>
      </uniform>
      <uniform>
        <name>CloudCover4</name>
        <type>float</type>
        <value>
          <use>cloud-cover[4]</use>
        </value>
      </uniform>
      <uniform>
        <name>Status</name>
        <type>int</type>
        <value>
          <use>status</use>
        </value>
      </uniform>
      <uniform>
        <name>Overcast</name>
        <type>float</type>
        <value>
          <use>overcast</use>
        </value>
      </uniform>
      <uniform>
        <name>WindE</name>
        <type>float</type>
        <value>
          <use>windE</use>
        </value>
      </uniform>
      <uniform>
        <name>WindN</name>
        <type>float</type>
        <value>
          <use>windN</use>
        </value>
      </uniform>
      <!--uniform> unused?
				<name>WindFrom</name>
				<type>float</type>
				<value>
					<use>wind-from</use>
				</value>
			</uniform-->
      <uniform>
        <name>WaveFreq</name>
        <type>float</type>
        <value>
          <use>WaveFreq</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveAmp</name>
        <type>float</type>
        <value>
          <use>WaveAmp</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveSharp</name>
        <type>float</type>
        <value>
          <use>WaveSharp</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveAngle</name>
        <type>float</type>
        <value>
          <use>WaveAngle</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveFactor</name>
        <type>float</type>
        <value>
          <use>WaveFactor</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveDAngle</name>
        <type>float</type>
        <value>
          <use>WaveDAngle</use>
        </value>
      </uniform>
      <!-- 	    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>rembrandt_enabled</name>
        <type>int</type>
        <value>
          <use>rembrandt</use>
        </value>
      </uniform>
    </pass>
  </technique>
  <technique n="15">
    <scheme>als-lighting</scheme>
    <predicate>
      <and>
        <less-equal>
          <value type="float">5.0</value>
          <float-property>/sim/rendering/shaders/water</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>
        <ambient>
          <use>material/ambient</use>
        </ambient>
        <diffuse>
          <use>material/diffuse</use>
        </diffuse>
        <specular>
          <use>material/specular</use>
        </specular>
        <color-mode>ambient-and-diffuse</color-mode>
      </material>
      <blend>
        <use>transparent</use>
      </blend>
      <alpha-test>
        <use>transparent</use>
      </alpha-test>
      <shade-model>smooth</shade-model>
      <cull-face>back</cull-face>
      <render-bin>
        <bin-number>
          <use>render-bin/bin-number</use>
        </bin-number>
        <bin-name>
          <use>render-bin/bin-name</use>
        </bin-name>
      </render-bin>
      <texture-unit>
        <unit>2</unit>
        <image>
          <use>texture[2]/image</use>
        </image>
        <type>
          <use>texture[2]/type</use>
        </type>
        <filter>
          <use>texture[2]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[2]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[2]/wrap-t</use>
        </wrap-t>
        <internal-format>
          <use>texture[2]/internal-format</use>
        </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>3</unit>
        <image>
          <use>texture[3]/image</use>
        </image>
        <type>
          <use>texture[3]/type</use>
        </type>
        <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>
        <internal-format>
          <use>texture[3]/internal-format</use>
        </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>4</unit>
        <image>
          <use>texture[7]/image</use>
        </image>
        <type>
          <use>texture[7]/type</use>
        </type>
        <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>
        <internal-format>
          <use>texture[7]/internal-format</use>
        </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>5</unit>
        <image>
          <use>texture[5]/image</use>
        </image>
        <type>
          <use>texture[5]/type</use>
        </type>
        <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>
        <internal-format>
          <use>texture[5]/internal-format</use>
        </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>6</unit>
        <image>
          <use>texture[6]/image</use>
        </image>
        <type>
          <use>texture[6]/type</use>
        </type>
        <filter>
          <use>texture[6]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[6]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[6]/wrap-t</use>
        </wrap-t>
        <internal-format>
          <use>texture[6]/internal-format</use>
        </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>7</unit>
        <image>
          <use>texture[10]/image</use>
        </image>
        <type>
          <use>texture[10]/type</use>
        </type>
        <filter>
          <use>texture[10]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[10]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[10]/wrap-t</use>
        </wrap-t>
        <internal-format>
          <use>texture[10]/internal-format</use>
        </internal-format>
      </texture-unit>
      <program>
        <vertex-shader>Shaders/ALS/water.vert</vertex-shader>
        <fragment-shader>Shaders/ALS/water-high.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/cloud-shadowfunc.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/secondary_lights.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
      </program>
      <!--<uniform>
				<name>water_reflection</name>
				<type>sampler-2d</type>
				<value type="int">0</value>
			</uniform>-->
      <uniform>
        <name>water_normalmap</name>
        <type>sampler-2d</type>
        <value type="int">2</value>
      </uniform>
      <uniform>
        <name>water_dudvmap</name>
        <type>sampler-2d</type>
        <value type="int">3</value>
      </uniform>
      <uniform>
        <name>topo_map</name>
        <type>sampler-2d</type>
        <value type="int">4</value>
      </uniform>
      <uniform>
        <name>sea_foam</name>
        <type>sampler-2d</type>
        <value type="int">5</value>
      </uniform>
      <uniform>
        <name>perlin_normalmap</name>
        <type>sampler-2d</type>
        <value type="int">6</value>
      </uniform>
      <uniform>
        <name>ice_texture</name>
        <type>sampler-2d</type>
        <value type="int">7</value>
      </uniform>
      <!-- normalmap is .dds-->
      <uniform>
        <name>normalmap_dds</name>
        <type>float</type>
        <value>
          <use>normalmap_dds</use>
        </value>
      </uniform>
      <uniform>
        <name>saturation</name>
        <type>float</type>
        <!--<value>0.4</value>-->
        <value>
          <use>saturation</use>
        </value>
      </uniform>
      <uniform>
        <name>WindE</name>
        <type>float</type>
        <value>
          <use>windE</use>
        </value>
      </uniform>
      <uniform>
        <name>WindN</name>
        <type>float</type>
        <value>
          <use>windN</use>
        </value>
      </uniform>
      <uniform>
        <name>wash_x</name>
        <type>float</type>
        <value>
          <use>wash-x</use>
        </value>
      </uniform>
      <uniform>
        <name>wash_y</name>
        <type>float</type>
        <value>
          <use>wash-y</use>
        </value>
      </uniform>
      <uniform>
        <name>wash_strength</name>
        <type>float</type>
        <value>
          <use>wash-strength</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveFreq</name>
        <type>float</type>
        <value>
          <use>WaveFreq</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveAmp</name>
        <type>float</type>
        <value>
          <use>WaveAmp</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveSharp</name>
        <type>float</type>
        <value>
          <use>WaveSharp</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveAngle</name>
        <type>float</type>
        <value>
          <use>WaveAngle</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveFactor</name>
        <type>float</type>
        <value>
          <use>WaveFactor</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveDAngle</name>
        <type>float</type>
        <value>
          <use>WaveDAngle</use>
        </value>
      </uniform>
      <!-- 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>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>fogstructure</name>
        <type>float</type>
        <value>
          <use>fogstructure</use>
        </value>
      </uniform>
      <uniform>
        <name>air_pollution</name>
        <type>float</type>
        <value>
          <use>air_pollution</use>
        </value>
      </uniform>
      <uniform>
        <name>ice_cover</name>
        <type>float</type>
        <value>
          <use>ice_cover</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>
      <!-- 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>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>
      <!-- cloud shadows -->
      <uniform>
        <name>cloudpos1_x</name>
        <type>float</type>
        <value>
          <use>cloudpos1_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos1_y</name>
        <type>float</type>
        <value>
          <use>cloudpos1_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos2_x</name>
        <type>float</type>
        <value>
          <use>cloudpos2_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos2_y</name>
        <type>float</type>
        <value>
          <use>cloudpos2_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos3_x</name>
        <type>float</type>
        <value>
          <use>cloudpos3_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos3_y</name>
        <type>float</type>
        <value>
          <use>cloudpos3_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos4_x</name>
        <type>float</type>
        <value>
          <use>cloudpos4_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos4_y</name>
        <type>float</type>
        <value>
          <use>cloudpos4_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos5_x</name>
        <type>float</type>
        <value>
          <use>cloudpos5_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos5_y</name>
        <type>float</type>
        <value>
          <use>cloudpos5_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos6_x</name>
        <type>float</type>
        <value>
          <use>cloudpos6_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos6_y</name>
        <type>float</type>
        <value>
          <use>cloudpos6_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos7_x</name>
        <type>float</type>
        <value>
          <use>cloudpos7_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos7_y</name>
        <type>float</type>
        <value>
          <use>cloudpos7_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos8_x</name>
        <type>float</type>
        <value>
          <use>cloudpos8_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos8_y</name>
        <type>float</type>
        <value>
          <use>cloudpos8_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos9_x</name>
        <type>float</type>
        <value>
          <use>cloudpos9_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos9_y</name>
        <type>float</type>
        <value>
          <use>cloudpos9_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos10_x</name>
        <type>float</type>
        <value>
          <use>cloudpos10_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos10_y</name>
        <type>float</type>
        <value>
          <use>cloudpos10_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos11_x</name>
        <type>float</type>
        <value>
          <use>cloudpos11_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos11_y</name>
        <type>float</type>
        <value>
          <use>cloudpos11_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos12_x</name>
        <type>float</type>
        <value>
          <use>cloudpos12_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos12_y</name>
        <type>float</type>
        <value>
          <use>cloudpos12_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos13_x</name>
        <type>float</type>
        <value>
          <use>cloudpos13_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos13_y</name>
        <type>float</type>
        <value>
          <use>cloudpos13_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos14_x</name>
        <type>float</type>
        <value>
          <use>cloudpos14_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos14_y</name>
        <type>float</type>
        <value>
          <use>cloudpos14_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos15_x</name>
        <type>float</type>
        <value>
          <use>cloudpos15_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos15_y</name>
        <type>float</type>
        <value>
          <use>cloudpos15_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos16_x</name>
        <type>float</type>
        <value>
          <use>cloudpos16_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos16_y</name>
        <type>float</type>
        <value>
          <use>cloudpos16_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos17_x</name>
        <type>float</type>
        <value>
          <use>cloudpos17_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos17_y</name>
        <type>float</type>
        <value>
          <use>cloudpos17_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos18_x</name>
        <type>float</type>
        <value>
          <use>cloudpos18_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos18_y</name>
        <type>float</type>
        <value>
          <use>cloudpos18_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos19_x</name>
        <type>float</type>
        <value>
          <use>cloudpos19_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos19_y</name>
        <type>float</type>
        <value>
          <use>cloudpos19_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos20_x</name>
        <type>float</type>
        <value>
          <use>cloudpos20_x</use>
        </value>
      </uniform>
      <uniform>
        <name>cloudpos20_y</name>
        <type>float</type>
        <value>
          <use>cloudpos20_y</use>
        </value>
      </uniform>
      <uniform>
        <name>cloud_shadow_flag</name>
        <type>int</type>
        <value>
          <use>cloud_shadow_flag</use>
        </value>
      </uniform>
      <!-- sea colors -->
      <uniform>
        <name>sea_r</name>
        <type>float</type>
        <value>
          <use>sea_r</use>
        </value>
      </uniform>
      <uniform>
        <name>sea_g</name>
        <type>float</type>
        <value>
          <use>sea_g</use>
        </value>
      </uniform>
      <uniform>
        <name>sea_b</name>
        <type>float</type>
        <value>
          <use>sea_b</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>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>
      <uniform>
        <name>ocean_flag</name>
        <type>int</type>
        <value>1</value>
      </uniform>
      <!-- END fog include -->
    </pass>
  </technique>
  <technique n="16">
    <scheme>als-lighting</scheme>
    <predicate>
      <and>
        <less-equal>
          <value type="float">4.0</value>
          <float-property>/sim/rendering/shaders/water</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>
        <ambient>
          <use>material/ambient</use>
        </ambient>
        <diffuse>
          <use>material/diffuse</use>
        </diffuse>
        <specular>
          <use>material/specular</use>
        </specular>
        <color-mode>ambient-and-diffuse</color-mode>
      </material>
      <blend>
        <use>transparent</use>
      </blend>
      <alpha-test>
        <use>transparent</use>
      </alpha-test>
      <shade-model>smooth</shade-model>
      <cull-face>back</cull-face>
      <render-bin>
        <bin-number>
          <use>render-bin/bin-number</use>
        </bin-number>
        <bin-name>
          <use>render-bin/bin-name</use>
        </bin-name>
      </render-bin>
      <!--<texture-unit>
				<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>
			</texture-unit>-->
      <texture-unit>
        <unit>2</unit>
        <image>
          <use>texture[2]/image</use>
        </image>
        <type>
          <use>texture[2]/type</use>
        </type>
        <filter>
          <use>texture[2]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[2]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[2]/wrap-t</use>
        </wrap-t>
        <internal-format>
          <use>texture[2]/internal-format</use>
        </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>3</unit>
        <image>
          <use>texture[3]/image</use>
        </image>
        <type>
          <use>texture[3]/type</use>
        </type>
        <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>
        <internal-format>
          <use>texture[3]/internal-format</use>
        </internal-format>
      </texture-unit>
      <!--<texture-unit>
				<unit>4</unit>
				<image>
					<use>texture[4]/image</use>
				</image>
				<type>
					<use>texture[4]/type</use>
				</type>
				<filter>
					<use>texture[4]/filter</use>
				</filter>
				<wrap-s>
					<use>texture[4]/wrap-s</use>
				</wrap-s>
				<wrap-t>
					<use>texture[4]/wrap-t</use>
				</wrap-t>
				<internal-format>
					<use>texture[4]/internal-format</use>
				</internal-format>
			</texture-unit>-->
      <texture-unit>
        <unit>5</unit>
        <image>
          <use>texture[5]/image</use>
        </image>
        <type>
          <use>texture[5]/type</use>
        </type>
        <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>
        <internal-format>
          <use>texture[5]/internal-format</use>
        </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>6</unit>
        <image>
          <use>texture[6]/image</use>
        </image>
        <type>
          <use>texture[6]/type</use>
        </type>
        <filter>
          <use>texture[6]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[6]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[6]/wrap-t</use>
        </wrap-t>
        <internal-format>
          <use>texture[6]/internal-format</use>
        </internal-format>
      </texture-unit>
      <program>
        <vertex-shader>Shaders/ALS/water.vert</vertex-shader>
        <fragment-shader>Shaders/ALS/water-base.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/hazes.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/noise.frag</fragment-shader>
        <fragment-shader>Shaders/ALS/filters.frag</fragment-shader>
      </program>
      <!--<uniform>
				<name>water_reflection</name>
				<type>sampler-2d</type>
				<value type="int">0</value>
			</uniform>-->
      <uniform>
        <name>water_normalmap</name>
        <type>sampler-2d</type>
        <value type="int">2</value>
      </uniform>
      <uniform>
        <name>water_dudvmap</name>
        <type>sampler-2d</type>
        <value type="int">3</value>
      </uniform>
      <uniform>
        <name>sea_foam</name>
        <type>sampler-2d</type>
        <value type="int">5</value>
      </uniform>
      <uniform>
        <name>perlin_normalmap</name>
        <type>sampler-2d</type>
        <value type="int">6</value>
      </uniform>
      <!-- normalmap is .dds-->
      <uniform>
        <name>normalmap_dds</name>
        <type>float</type>
        <value>
          <use>normalmap_dds</use>
        </value>
      </uniform>
      <uniform>
        <name>saturation</name>
        <type>float</type>
        <!--<value>0.4</value>-->
        <value>
          <use>saturation</use>
        </value>
      </uniform>
      <uniform>
        <name>WindE</name>
        <type>float</type>
        <value>
          <use>windE</use>
        </value>
      </uniform>
      <uniform>
        <name>WindN</name>
        <type>float</type>
        <value>
          <use>windN</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveFreq</name>
        <type>float</type>
        <value>
          <use>WaveFreq</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveAmp</name>
        <type>float</type>
        <value>
          <use>WaveAmp</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveSharp</name>
        <type>float</type>
        <value>
          <use>WaveSharp</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveAngle</name>
        <type>float</type>
        <value>
          <use>WaveAngle</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveFactor</name>
        <type>float</type>
        <value>
          <use>WaveFactor</use>
        </value>
      </uniform>
      <uniform>
        <name>WaveDAngle</name>
        <type>float</type>
        <value>
          <use>WaveDAngle</use>
        </value>
      </uniform>
      <!-- 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>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>air_pollution</name>
        <type>float</type>
        <value>
          <use>air_pollution</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>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>
      <!-- sea colors -->
      <uniform>
        <name>sea_r</name>
        <type>float</type>
        <value>
          <use>sea_r</use>
        </value>
      </uniform>
      <uniform>
        <name>sea_g</name>
        <type>float</type>
        <value>
          <use>sea_g</use>
        </value>
      </uniform>
      <uniform>
        <name>sea_b</name>
        <type>float</type>
        <value>
          <use>sea_b</use>
        </value>
      </uniform>
      <uniform>
        <name>ocean_flag</name>
        <type>int</type>
        <value>1</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>
      <!-- END fog include -->
    </pass>
  </technique>
</PropertyList>
