<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
	<name>Effects/model-wingflex</name>
	<inherits-from>Effects/model-default</inherits-from>

		<!-- the file is directly copied from model-combined.eff except the (three) WINGFLEX to END WINGLFEX parts -->
		<!-- I didnt find how to do a more beautiful way (including model-combined and only adding the wingflexer part) -->
		<!-- if you know how to do this, please do :) -->

	<parameters>
		<!-- Wingflex -->
		<wingflex-type type="int">0</wingflex-type>
		<body-width type="float">0.7</body-width>
		<wing-span type="float">15.0</wing-span>
		<wingflex-alpha>0.0</wingflex-alpha>
		<wingflex-trailing-alpha>0.0</wingflex-trailing-alpha>
		<wingsweep-factor>0.0</wingsweep-factor>
		<wingflex-z>0.0</wingflex-z>
		<!-- Sub: rotation -->
		<rotation-rad type="float">0.0</rotation-rad>
		<rotation-x1 type="float">0.0</rotation-x1>
		<rotation-y1 type="float">0.0</rotation-y1>
		<rotation-z1 type="float">0.0</rotation-z1>
		<rotation-x2 type="float">0.0</rotation-x2>
		<rotation-y2 type="float">0.0</rotation-y2>
		<rotation-z2 type="float">0.0</rotation-z2>
		<!-- END Wingflex -->

		<!-- Normal Map -->
		<normalmap-enabled type="int">0</normalmap-enabled>
		<normalmap-dds type="int">0</normalmap-dds>
		<normalmap-tiling type="float">1.0</normalmap-tiling>
		<texture n="2">
			<image>Aircraft/Generic/Effects/null_bumpspec.png</image>
			<type>2d</type>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>clamp</wrap-s>
			<wrap-t>clamp</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<!-- Light Map -->
		<lightmap-enabled type="int">0</lightmap-enabled>
		<lightmap-multi type="int">0</lightmap-multi>
		<lightmap-factor type="float" n="0">1.0</lightmap-factor>
		<lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
		<lightmap-factor type="float" n="1">1.0</lightmap-factor>
		<lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
		<lightmap-factor type="float" n="2">1.0</lightmap-factor>
		<lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
		<lightmap-factor type="float" n="3">1.0</lightmap-factor>
		<lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
		<darkmap-enabled type="int">0</darkmap-enabled>
		<darkmap-factor type="float">0.0</darkmap-factor>
		<texture n="3">
			<image>Aircraft/Generic/Effects/greymap.png</image>
			<type>2d</type>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>clamp</wrap-s>
			<wrap-t>clamp</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<!-- Reflection -->
		<reflection-enabled type="int">0</reflection-enabled>
		<reflection-correction type="float">0.0</reflection-correction>
		<reflect-map-enabled type="int">0</reflect-map-enabled>
		<reflection-fresnel-factor type="float">0.0</reflection-fresnel-factor>
		<reflection-type type="int">1</reflection-type>
		<reflection-dynamic type="int">0</reflection-dynamic>
		<texture n="4">
			<image>Aircraft/Generic/Effects/ReflectMaps/reflectmap.png</image>
			<type>2d</type>
			<filter>linear-mipmap-linear</filter>
			<wrap-s>clamp</wrap-s>
			<wrap-t>clamp</wrap-t>
			<internal-format>normalized</internal-format>
		</texture>
		<!-- Reflection environment -->
		<texture n="5">
			<type>cubemap</type>
			<!-- use this form for a cube cross -->
			<!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>-->
			<!-- END CubeCross -->
			<!-- use this form for a 6 image cube map -->
			<images>
				<positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
				<negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
				<positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
				<negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
				<positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
				<negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
			</images>
			<!-- END 6 image cube map -->
		</texture>
		<!-- Reflection fresnel -->
		<reflection-fresnel type="float">0.1</reflection-fresnel>
		<texture n="6">
			<image>Aircraft/Generic/Effects/Gradients.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>
		<!-- Reflection rainbow -->
		<reflection-rainbow type="float">0.01</reflection-rainbow>
		<reflection-noise type="float">0.25</reflection-noise>
		<!-- END Reflection -->
		<!-- grain texture -->
		<grain-texture-enabled type="int">0</grain-texture-enabled>
		<grain-magnification type="float">10</grain-magnification>
		<texture n="7">
			<image>Textures/Terrain/void.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>
		<!-- END Grain texture -->
		<!-- simulate rain effects -->
		<rain-enabled type="int">0</rain-enabled>
		<snow-enabled type="int">0</snow-enabled>
		<!-- 		Dirt -->
		<dirt-enabled type="int">0</dirt-enabled>
		<dirt-multi type="int">0</dirt-multi>
		<dirt-color type="vec3d" n="0">0.0 0.0 0.0</dirt-color>
		<dirt-factor type="float" n="0">0.0</dirt-factor>
		<dirt-color type="vec3d" n="1">0.0 0.0 0.0</dirt-color>
		<dirt-factor type="float" n="1">0.0</dirt-factor>
		<dirt-color type="vec3d" n="2">0.0 0.0 0.0</dirt-color>
		<dirt-factor type="float" n="2">0.0</dirt-factor>
		<dirt-modulates-reflection type="int">0</dirt-modulates-reflection>
		<dirt-reflection-factor type="double">1.0</dirt-reflection-factor>
		<!-- ambient correction -->
		<ambient-correction type="float">0.05</ambient-correction>
		<rendering-hint>opaque</rendering-hint>
		<transparent>false</transparent>
		<render-bin>
			<bin-number>1</bin-number>
			<bin-name>RenderBin</bin-name>
		</render-bin>
		<!-- 		INTERNAL USE -->
		<shade-model>smooth</shade-model>
		<model-hdg>
			<use>orientation/model/heading-deg</use>
		</model-hdg>
		<model-pitch>
			<use>orientation/model/pitch-deg</use>
		</model-pitch>
		<model-roll>
			<use>orientation/model/roll-deg</use>
		</model-roll>
		<pos-lon>
			<use>position/model/longitude-deg</use>
		</pos-lon>
		<pos-lat>
			<use>position/model/latitude-deg</use>
		</pos-lat>
		<!-- 	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>
		<terminator><use>/environment/terminator-relative-position-m</use></terminator>
		<fogtype><use>/sim/rendering/shaders/skydome</use></fogtype>
		<wetness><use>/environment/surface/wetness</use></wetness>
		<rnorm><use>/environment/rain-norm</use></rnorm>
		<snow_level><use>/environment/snow-level-m</use></snow_level>
		<snow_thickness_factor><use>/environment/surface/snow-thickness-factor</use></snow_thickness_factor>
		<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>
		<building-flag type="int">0</building-flag>
		<quality_level><use>/sim/rendering/shaders/landmass</use></quality_level>
		<tquality_level><use>/sim/rendering/shaders/transition</use></tquality_level>
		<!-- 		END fog include -->
	</parameters>


	<technique n="4">
		<predicate>
			<and>
				<property>/sim/rendering/shaders/skydome</property>
				<property>/sim/rendering/shaders/model</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>
			<blend>
				<use>transparent</use>
			</blend>
			<alpha-test>
				<use>transparent</use>
			</alpha-test>
			<render-bin>
				<bin-number>
					<use>render-bin/bin-number</use>
				</bin-number>
				<bin-name>
					<use>render-bin/bin-name</use>
				</bin-name>
			</render-bin>
			<!-- Diffuse texture unit-->
			<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>
			<!-- Reflection Noise texture unit-->
			<texture-unit>
				<unit>1</unit>
				<type>noise</type>
			</texture-unit>
			<!-- NormalMap 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>
			<!-- LightMap 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>
			<!-- ReflectMap 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>
			<!-- Reflection CubeMap texture unit-->
			<texture-unit>
				<unit>5</unit>
				<type>
					<use>texture[5]/type</use>
				</type>
				<!-- use this form for a cube cross -->
				<!--<image>
				<use>texture[5]/image</use>
				</image>-->
				<!-- END CubeCross -->
				<!-- use this form for a 6 image cube map -->
				<images>
					<use>texture[5]/images</use>
				</images>
				<!-- END 6 image cube map -->
			</texture-unit>
			<!-- Reflection gradients 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>
			<!-- Grain texture -->
			<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>

			<vertex-program-two-side>
				<use>vertex-program-two-side</use>
			</vertex-program-two-side>

			<program>
				<!-- WINGFLEX -->
				<vertex-shader n="0">Shaders/model-ALS-wingflex.vert</vertex-shader>
				<!-- END WINGFLEX -->
				<vertex-shader n="1">Shaders/shadows-include.vert</vertex-shader>
				<fragment-shader n="0">Shaders/model-ALS-ultra.frag</fragment-shader>
				<fragment-shader n="1">Shaders/cloud-shadowfunc.frag</fragment-shader>
				<fragment-shader n="2">Shaders/hazes.frag</fragment-shader>
				<fragment-shader n="3">Shaders/secondary_lights.frag</fragment-shader>
				<fragment-shader n="4">Shaders/noise.frag</fragment-shader>
				<fragment-shader n="5">Shaders/filters-ALS.frag</fragment-shader>
				<fragment-shader n="6">Shaders/shadows-include.frag</fragment-shader>
				<fragment-shader n="7">Shaders/clustered-include.frag</fragment-shader>
			</program>

			<uniform>
				<name>BaseTex</name>
				<type>sampler-2d</type>
				<value type="int">0</value>
			</uniform>

			<uniform>
				<name>ReflNoiseTex</name>
				<type>sampler-3d</type>
				<value type="int">1</value>
			</uniform>

			<uniform>
				<name>NormalTex</name>
				<type>sampler-2d</type>
				<value type="int">2</value>
			</uniform>

			<uniform>
				<name>LightMapTex</name>
				<type>sampler-2d</type>
				<value type="int">3</value>
			</uniform>

			<uniform>
				<name>ReflMapTex</name>
				<type>sampler-2d</type>
				<value type="int">4</value>
			</uniform>

			<uniform>
				<name>Environment</name>
				<type>sampler-cube</type>
				<value type="int">5</value>
			</uniform>

			<uniform>
				<name>ReflGradientsTex</name>
				<type>sampler-2d</type>
				<value type="int">6</value>
			</uniform>

			<uniform>
				<name>GrainTex</name>
				<type>sampler-2d</type>
				<value type="int">7</value>
			</uniform>

			<!-- 			NORMAL MAP -->
			<!-- normalmap is used-->
			<uniform>
				<name>nmap_enabled</name>
				<type>int</type>
				<value>
					<use>normalmap-enabled</use>
				</value>
			</uniform>

			<!-- normalmap is .dds-->
			<uniform>
				<name>nmap_dds</name>
				<type>int</type>
				<value>
					<use>normalmap-dds</use>
				</value>
			</uniform>

			<uniform>
				<name>nmap_tile</name>
				<type>float</type>
				<value>
					<use>normalmap-tiling</use>
				</value>
			</uniform>

			<!-- 			LIGHTMAP -->
			<!-- lightmap is used -->
			<uniform>
				<name>lightmap_enabled</name>
				<type>int</type>
				<value>
					<use>lightmap-enabled</use>
				</value>
			</uniform>
			<!-- lightmap is multichannel -->
			<uniform>
				<name>lightmap_multi</name>
				<type>int</type>
				<value>
					<use>lightmap-multi</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>darkmap_factor</name>
				<type>float</type>
				<value>
					<use>darkmap-factor</use>
				</value>
			</uniform>

			<!-- reflection is used -->
			<uniform>
				<name>refl_enabled</name>
				<type>int</type>
				<value>
					<use>reflection-enabled</use>
				</value>
			</uniform>
			<!-- reflection correction -->
			<uniform>
				<name>refl_correction</name>
				<type>float</type>
				<value>
					<use>reflection-correction</use>
				</value>
			</uniform>

			<!-- Fresnel reflectivity -->
			<uniform>
				<name>refl_fresnel_factor</name>
				<type>float</type>
				<value>
					<use>reflection-fresnel-factor</use>
				</value>
			</uniform>

			<!-- use a reflection map-->
			<uniform>
				<name>refl_map</name>
				<type>int</type>
				<value>
					<use>reflect-map-enabled</use>
				</value>
			</uniform>

			<!-- how are colors merged in a reflection-->
			<uniform>
				<name>refl_type</name>
				<type>int</type>
				<value>
					<use>reflection-type</use>
				</value>
			</uniform>


			<!-- reflection is dynamic -->
			<uniform>
				<name>refl_dynamic</name>
				<type>int</type>
				<value>
					<use>reflection-dynamic</use>
				</value>
			</uniform>

			<!-- set the amount of fringing colour 0.0 - 1.0 -->
			<uniform>
				<name>refl_rainbow</name>
				<type>float</type>
				<value>
					<use>reflection-rainbow</use>
				</value>
			</uniform>

			<!-- set the amount of fresnel effect colour 0.0 - 1.0 -->
			<uniform>
				<name>refl_fresnel</name>
				<type>float</type>
				<value>
					<use>reflection-fresnel</use>
				</value>
			</uniform>

			<!-- set the amount of noisiness 0.0 - 1.0 -->
			<uniform>
				<name>refl_noise</name>
				<type>float</type>
				<value>
					<use>reflection-noise</use>
				</value>
			</uniform>

			<!-- dirt -->
			<uniform>
				<name>dirt_enabled</name>
				<type>int</type>
				<value>
					<use>dirt-enabled</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_multi</name>
				<type>int</type>
				<value>
					<use>dirt-multi</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_r_color</name>
				<type>float-vec3</type>
				<value>
					<use>dirt-color[0]</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_r_factor</name>
				<type>float</type>
				<value>
					<use>dirt-factor[0]</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_g_color</name>
				<type>float-vec3</type>
				<value>
					<use>dirt-color[1]</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_g_factor</name>
				<type>float</type>
				<value>
					<use>dirt-factor[1]</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_b_color</name>
				<type>float-vec3</type>
				<value>
					<use>dirt-color[2]</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_b_factor</name>
				<type>float</type>
				<value>
					<use>dirt-factor[2]</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_modulates_reflection</name>
				<type>int</type>
				<value>
					<use>dirt-modulates-reflection</use>
				</value>
			</uniform>

			<uniform>
				<name>dirt_reflection_factor</name>
				<type>float</type>
				<value>
					<use>dirt-reflection-factor</use>
				</value>
			</uniform>


			<!-- use a grain texture map-->
			<uniform>
				<name>grain_texture_enabled</name>
				<type>int</type>
				<value>
					<use>grain-texture-enabled</use>
				</value>
			</uniform>

			<uniform>
				<name>grain_magnification</name>
				<type>float</type>
				<value>
					<use>grain-magnification</use>
				</value>
			</uniform>

			<!-- simulate wetness, rain and snow -->
			<uniform>
				<name>rain_enabled</name>
				<type>int</type>
				<value>
					<use>rain-enabled</use>
				</value>
			</uniform>

			<uniform>
				<name>snow_enabled</name>
				<type>int</type>
				<value>
					<use>snow-enabled</use>
				</value>
			</uniform>

			<uniform>
				<name>snowlevel</name>
				<type>float</type>
				<value><use>snow_level</use></value>
			</uniform>

			<uniform>
				<name>snow_thickness_factor</name>
				<type>float</type>
				<value><use>snow_thickness_factor</use></value>
			</uniform>

			<!-- set the amount of ambient light correction 0.0 - 1.0  -->
			<uniform>
				<name>amb_correction</name>
				<type>float</type>
				<value>
					<use>ambient-correction</use>
				</value>
			</uniform>

			<uniform>
				<name>hdg</name>
				<type>float</type>
				<value>
					<use>model-hdg</use>
				</value>
			</uniform>

			<uniform>
				<name>pitch</name>
				<type>float</type>
				<value>
					<use>model-pitch</use>
				</value>
			</uniform>

			<uniform>
				<name>roll</name>
				<type>float</type>
				<value>
					<use>model-roll</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>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>air_pollution</name>
				<type>float</type>
				<value><use>air_pollution</use></value>
			</uniform>
			<uniform>
				<name>rain_norm</name>
				<type>float</type>
				<value><use>rnorm</use></value>
			</uniform>
			<uniform>
				<name>wetness</name>
				<type>float</type>
				<value><use>wetness</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>
			<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>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>

			<!-- 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>
			<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>darkmap_enabled</name>
				<type>int</type>
				<value><use>darkmap-enabled</use></value>
			</uniform>
			<uniform>
				<name>building_flag</name>
				<type>int</type>
				<value><use>building-flag</use></value>
			</uniform>

			<!-- 			END fog include -->
			<!-- BEGIN shadows include -->
			<uniform>
				<name>shadow_tex</name>
				<type>sampler-2d</type>
				<value type="int">10</value>
			</uniform>
			<uniform>
				<name>shadows_enabled</name>
				<type>bool</type>
				<value>
					<use>shadows_enabled</use>
				</value>
			</uniform>
			<uniform>
				<name>sun_atlas_size</name>
				<type>int</type>
				<value>
					<use>sun_atlas_size</use>
				</value>
			</uniform>
			<!-- END shadows include -->

			<!-- WINGFLEX -->
			<uniform>
				<name>wingflex_type</name>
				<type>int</type>
				<value><use>wingflex-type</use></value>
			</uniform>

			<uniform>
				<name>wingflex_alpha</name>
				<type>float</type>
				<value><use>wingflex-alpha</use></value>
			</uniform>

			<uniform>
				<name>wingflex_trailing_alpha</name>
				<type>float</type>
				<value><use>wingflex-trailing-alpha</use></value>
			</uniform>

			<uniform>
				<name>wingsweep_factor</name>
				<type>float</type>
				<value><use>wingsweep-factor</use></value>
			</uniform>

			<uniform>
				<name>wingflex_z</name>
				<type>float</type>
				<value><use>wingflex-z</use></value>
			</uniform>

			<uniform>
				<name>body_width</name>
				<type>float</type>
				<value><use>body-width</use></value>
			</uniform>

			<uniform>
				<name>wing_span</name>
				<type>float</type>
				<value><use>wing-span</use></value>
			</uniform>

			<uniform>
				<name>rotation_rad</name>
				<type>float</type>
				<value><use>rotation-rad</use></value>
			</uniform>

			<uniform>
				<name>rotation_x1</name>
				<type>float</type>
				<value><use>rotation-x1</use></value>
			</uniform>

			<uniform>
				<name>rotation_y1</name>
				<type>float</type>
				<value><use>rotation-y1</use></value>
			</uniform>

			<uniform>
				<name>rotation_z1</name>
				<type>float</type>
				<value><use>rotation-z1</use></value>
			</uniform>

			<uniform>
				<name>rotation_x2</name>
				<type>float</type>
				<value><use>rotation-x2</use></value>
			</uniform>

			<uniform>
				<name>rotation_y2</name>
				<type>float</type>
				<value><use>rotation-y2</use></value>
			</uniform>

			<uniform>
				<name>rotation_z2</name>
				<type>float</type>
				<value><use>rotation-z2</use></value>
			</uniform>
			<!-- END WINGFLEX -->
		</pass>
	</technique>

    <technique n="7">
        <predicate><value type="bool">false</value></predicate>
    </technique>
	<technique n="9">
		<predicate><value type="bool">false</value></predicate>
	</technique>
</PropertyList>
