Quality slider overwrites custom shader settings. All effects now listen to the new...
[fg:toms-fgdata.git] / Effects / model-combined.eff
1 <?xml version="1.0" encoding="utf-8"?>\r
2 <!-- Reflections + Bumpmapping + specular+Lightmap\r
3 please see Docs/README.model-combined.eff for documentation\r
4 -->\r
5 <PropertyList>\r
6         <name>Effects/model-combined</name>\r
7         <inherits-from>Effects/model-default</inherits-from>\r
8 \r
9         <parameters>\r
10         <!--            Diffuse Texture -->\r
11                 <texture n ="0">\r
12                         <type>white</type>\r
13                 </texture>\r
14         <!-- Normal Map -->\r
15                 <normalmap-enabled type="int">0</normalmap-enabled>\r
16                 <normalmap-dds type="int">0</normalmap-dds>\r
17                 <normalmap-tiling type="float">1.0</normalmap-tiling>\r
18                 <texture n="2">\r
19                         <image>Aircraft/Generic/Effects/null_bumpspec.png</image>\r
20                         <filter>linear-mipmap-linear</filter>\r
21                         <wrap-s>clamp</wrap-s>\r
22                         <wrap-t>clamp</wrap-t>\r
23                         <internal-format>normalized</internal-format>\r
24                 </texture>\r
25         <!-- Light Map -->\r
26                 <lightmap-enabled type="int">0</lightmap-enabled>\r
27                 <lightmap-multi type="int">0</lightmap-multi>\r
28                 <lightmap-factor type="float" n="0">1.0</lightmap-factor>\r
29                 <lightmap-color type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>\r
30                 <lightmap-factor type="float" n="1">1.0</lightmap-factor>\r
31                 <lightmap-color type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>\r
32                 <lightmap-factor type="float" n="2">1.0</lightmap-factor>\r
33                 <lightmap-color type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>\r
34                 <lightmap-factor type="float" n="3">1.0</lightmap-factor>\r
35                 <lightmap-color type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>\r
36                 <texture n="3">\r
37                         <image>Aircraft/Generic/Effects/greymap.png</image>\r
38                         <filter>linear-mipmap-linear</filter>\r
39                         <wrap-s>clamp</wrap-s>\r
40                         <wrap-t>clamp</wrap-t>\r
41                         <internal-format>normalized</internal-format>\r
42                 </texture>\r
43         <!-- Reflection -->\r
44                 <reflection-enabled type="int">0</reflection-enabled>\r
45                 <reflection-correction type="float">0.0</reflection-correction>\r
46                 <reflect-map-enabled type="int">0</reflect-map-enabled>\r
47                 <reflection-dynamic type="int">0</reflection-dynamic>\r
48                 <texture n="4">\r
49                         <image>Aircraft/Generic/Effects/ReflectMaps/reflectmap.png</image>\r
50                         <filter>linear-mipmap-linear</filter>\r
51                         <wrap-s>clamp</wrap-s>\r
52                         <wrap-t>clamp</wrap-t>\r
53                         <internal-format>normalized</internal-format>\r
54                 </texture>\r
55         <!-- Reflection environment -->\r
56                 <texture n="5">\r
57                         <type>cubemap</type>\r
58                         <!-- use this form for a cube cross -->\r
59                         <!--<image>Aircraft/Generic/Effects/CubeCrosses/blue_sky_big.jpg</image>-->\r
60                         <!-- END CubeCross -->\r
61                         <!-- use this form for a 6 image cube map -->\r
62                         <images>\r
63                                 <positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>\r
64                                 <negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>\r
65                                 <positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>\r
66                                 <negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>\r
67                                 <positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>\r
68                                 <negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>\r
69                         </images>\r
70                         <!-- END 6 image cube map -->\r
71                 </texture>\r
72                 <!-- Reflection fresnel -->\r
73                 <reflection-fresnel type="float">0.1</reflection-fresnel>\r
74                 <texture n="6">\r
75                         <image>Aircraft/Generic/Effects/FresnelLookUp.png</image>\r
76                         <filter>linear-mipmap-linear</filter>\r
77                         <wrap-s>repeat</wrap-s>\r
78                         <wrap-t>repeat</wrap-t>\r
79                         <internal-format>normalized</internal-format>\r
80                 </texture>\r
81                 <!-- Reflection rainbow -->\r
82                 <reflection-rainbow type="float">0.01</reflection-rainbow>\r
83                 <texture n="7">\r
84                         <image>Aircraft/Generic/Effects/Rainbow.png</image>\r
85                         <filter>linear-mipmap-linear</filter>\r
86                         <wrap-s>repeat</wrap-s>\r
87                         <wrap-t>repeat</wrap-t>\r
88                         <internal-format>normalized</internal-format>\r
89                 </texture>\r
90                 <reflection-noise type="float">0.25</reflection-noise>\r
91 <!-- END Reflection -->\r
92                 <!--            Dirt -->\r
93                 <dirt-enabled type="int">0</dirt-enabled>\r
94                 <dirt-color type="vec3d">0.0 0.0 0.0</dirt-color>\r
95                 <dirt-factor type="float">0.0</dirt-factor>\r
96                 <!-- ambient correction -->\r
97                 <ambient-correction type="float">0.05</ambient-correction>\r
98 <!--            quality slider -->\r
99                 <shader-quality type="int">2</shader-quality>\r
100                         <!--<use>/sim/rendering/shaders/model</use>\r
101                 </quality>-->\r
102                 <rendering-hint>opaque</rendering-hint>\r
103                 <transparent>false</transparent>\r
104                 <render-bin>\r
105                         <bin-number>1</bin-number>\r
106                         <bin-name>RenderBin</bin-name>\r
107                 </render-bin>\r
108 <!--            INTERNAL USE -->\r
109                 <shade-model>smooth</shade-model>\r
110                 <model-hdg>\r
111                         <use>orientation/model/heading-deg</use>\r
112                 </model-hdg>\r
113                 <model-pitch>\r
114                         <use>orientation/model/pitch-deg</use>\r
115                 </model-pitch>\r
116                 <model-roll>\r
117                         <use>orientation/model/roll-deg</use>\r
118                 </model-roll>\r
119 <!--    fog include      -->\r
120                 <visibility>\r
121                         <use>/environment/ground-visibility-m</use>\r
122                 </visibility>\r
123                 <avisibility>\r
124                         <use>/environment/visibility-m</use>\r
125                 </avisibility>\r
126                 <lthickness>\r
127                         <use>/environment/ground-haze-thickness-m</use>\r
128                 </lthickness>\r
129                 <scattering>\r
130                         <use>/rendering/scene/scattering</use>\r
131                 </scattering>\r
132                 <terminator>\r
133                         <use>/environment/terminator-relative-position-m</use>\r
134                 </terminator>\r
135                 <fogtype>\r
136                         <use>/sim/rendering/shaders/skydome</use>\r
137                 </fogtype>\r
138 <!--            END fog include -->\r
139         </parameters>\r
140 \r
141         <!--<generate>\r
142                 <tangent type="int">6</tangent>\r
143                 <binormal type="int">7</binormal>\r
144         </generate>-->\r
145 \r
146         <technique n="10">\r
147                 <predicate>\r
148                         <and>\r
149                                 <property>/sim/rendering/shaders/model</property>\r
150                                 <or>\r
151                                         <less-equal>\r
152                                                 <value type="float">2.0</value>\r
153                                                 <glversion/>\r
154                                         </less-equal>\r
155                                         <and>\r
156                                                 <extension-supported>GL_ARB_shader_objects</extension-supported>\r
157                                                 <extension-supported>GL_ARB_shading_language_100</extension-supported>\r
158                                                 <extension-supported>GL_ARB_vertex_shader</extension-supported>\r
159                                                 <extension-supported>GL_ARB_fragment_shader</extension-supported>\r
160                                         </and>\r
161                                 </or>\r
162                         </and>\r
163                 </predicate>\r
164                 <pass>\r
165                         <lighting>true</lighting>\r
166                         <material>\r
167                                 <active>\r
168                                         <use>material/active</use>\r
169                                 </active>\r
170                                 <ambient>\r
171                                         <use>material/ambient</use>\r
172                                 </ambient>\r
173                                 <diffuse>\r
174                                         <use>material/diffuse</use>\r
175                                 </diffuse>\r
176                                 <specular>\r
177                                         <use>material/specular</use>\r
178                                 </specular>\r
179                                 <emissive>\r
180                                         <use>material/emissive</use>\r
181                                 </emissive>\r
182                                 <shininess>\r
183                                         <use>material/shininess</use>\r
184                                 </shininess>\r
185                                 <color-mode>\r
186                                         <use>material/color-mode</use>\r
187                                 </color-mode>\r
188                         </material>\r
189                         <blend>\r
190                                 <active>\r
191                                         <use>blend/active</use>\r
192                                 </active>\r
193                                 <source>\r
194                                         <use>blend/source</use>\r
195                                 </source>\r
196                                 <destination>\r
197                                         <use>blend/destination</use>\r
198                                 </destination>\r
199                         </blend>\r
200                         <shade-model>\r
201                                 <use>shade-model</use>\r
202                         </shade-model>\r
203                         <cull-face>\r
204                                 <use>cull-face</use>\r
205                         </cull-face>\r
206                         <rendering-hint>\r
207                                 <use>rendering-hint</use>\r
208                         </rendering-hint>\r
209                         <blend>\r
210                                 <use>transparent</use>\r
211                         </blend>\r
212                         <alpha-test>\r
213                                 <use>transparent</use>\r
214                         </alpha-test>\r
215                         <render-bin>\r
216                         <bin-number>\r
217                                 <use>render-bin/bin-number</use>\r
218                         </bin-number>\r
219                         <bin-name>\r
220                                 <use>render-bin/bin-name</use>\r
221                         </bin-name>\r
222       </render-bin>\r
223                         <!-- Diffuse texture unit-->\r
224                         <texture-unit>\r
225                                 <unit>0</unit>\r
226                                 <image>\r
227                                         <use>texture[0]/image</use>\r
228                                 </image>\r
229                                 <filter>\r
230                                         <use>texture[0]/filter</use>\r
231                                 </filter>\r
232                                 <wrap-s>\r
233                                         <use>texture[0]/wrap-s</use>\r
234                                 </wrap-s>\r
235                                 <wrap-t>\r
236                                         <use>texture[0]/wrap-t</use>\r
237                                 </wrap-t>\r
238                                 <internal-format>\r
239                                         <use>texture[0]/internal-format</use>\r
240                                 </internal-format>\r
241                         </texture-unit>\r
242                         <!-- NormalMap texture unit-->\r
243                         <texture-unit>\r
244                                 <unit>2</unit>\r
245                                 <image>\r
246                                         <use>texture[2]/image</use>\r
247                                 </image>\r
248                                 <filter>\r
249                                         <use>texture[2]/filter</use>\r
250                                 </filter>\r
251                                 <wrap-s>\r
252                                         <use>texture[2]/wrap-s</use>\r
253                                 </wrap-s>\r
254                                 <wrap-t>\r
255                                         <use>texture[2]/wrap-t</use>\r
256                                 </wrap-t>\r
257                                 <internal-format>\r
258                                         <use>texture[2]/internal-format</use>\r
259                                 </internal-format>\r
260                         </texture-unit>\r
261                         <!-- LightMap texture unit-->\r
262                         <texture-unit>\r
263                                 <unit>3</unit>\r
264                                 <image>\r
265                                         <use>texture[3]/image</use>\r
266                                 </image>\r
267                                 <filter>\r
268                                         <use>texture[3]/filter</use>\r
269                                 </filter>\r
270                                 <wrap-s>\r
271                                         <use>texture[3]/wrap-s</use>\r
272                                 </wrap-s>\r
273                                 <wrap-t>\r
274                                         <use>texture[3]/wrap-t</use>\r
275                                 </wrap-t>\r
276                                 <internal-format>\r
277                                         <use>texture[3]/internal-format</use>\r
278                                 </internal-format>\r
279                         </texture-unit>\r
280                         <!-- ReflectMap texture unit-->\r
281                         <texture-unit>\r
282                                 <unit>4</unit>\r
283                                 <image>\r
284                                         <use>texture[4]/image</use>\r
285                                 </image>\r
286                                 <filter>\r
287                                         <use>texture[4]/filter</use>\r
288                                 </filter>\r
289                                 <wrap-s>\r
290                                         <use>texture[4]/wrap-s</use>\r
291                                 </wrap-s>\r
292                                 <wrap-t>\r
293                                         <use>texture[4]/wrap-t</use>\r
294                                 </wrap-t>\r
295                                 <internal-format>\r
296                                         <use>texture[4]/internal-format</use>\r
297                                 </internal-format>\r
298                         </texture-unit>\r
299                         <!-- Reflection CubeMap texture unit-->\r
300                         <texture-unit>\r
301                                 <unit>5</unit>\r
302                                 <type>\r
303                                         <use>texture[5]/type</use>\r
304                                 </type>\r
305                                 <!-- use this form for a cube cross -->\r
306                                 <!--<image><use>texture[5]/image</use></image>-->\r
307                                 <!-- END CubeCross -->\r
308                                 <!-- use this form for a 6 image cube map -->\r
309                                 <images>\r
310                                         <use>texture[5]/images</use>\r
311                                 </images>\r
312                                 <!-- END 6 image cube map -->\r
313                         </texture-unit>\r
314                         <!-- Reflection fresnel texture unit-->\r
315                         <texture-unit>\r
316                                 <unit>6</unit>\r
317                                 <image>\r
318                                         <use>texture[6]/image</use>\r
319                                 </image>\r
320                                 <filter>\r
321                                         <use>texture[6]/filter</use>\r
322                                 </filter>\r
323                                 <wrap-s>\r
324                                         <use>texture[6]/wrap-s</use>\r
325                                 </wrap-s>\r
326                                 <wrap-t>\r
327                                         <use>texture[6]/wrap-t</use>\r
328                                 </wrap-t>\r
329                                 <internal-format>\r
330                                         <use>texture[6]/internal-format</use>\r
331                                 </internal-format>\r
332                         </texture-unit>\r
333                         <!-- Reflection rainbow texture unit-->\r
334                         <texture-unit>\r
335                                 <unit>7</unit>\r
336                                 <image>\r
337                                         <use>texture[7]/image</use>\r
338                                 </image>\r
339                                 <filter>\r
340                                         <use>texture[7]/filter</use>\r
341                                 </filter>\r
342                                 <wrap-s>\r
343                                         <use>texture[7]/wrap-s</use>\r
344                                 </wrap-s>\r
345                                 <wrap-t>\r
346                                         <use>texture[7]/wrap-t</use>\r
347                                 </wrap-t>\r
348                                 <internal-format>\r
349                                         <use>texture[7]/internal-format</use>\r
350                                 </internal-format>\r
351                         </texture-unit>\r
352                         <!-- Reflection Noise texture unit-->\r
353       <texture-unit>\r
354                                 <unit>9</unit>\r
355                                 <type>noise</type>\r
356                         </texture-unit>\r
357 \r
358                         <vertex-program-two-side>\r
359                                 <use>vertex-program-two-side</use>\r
360                         </vertex-program-two-side>\r
361 \r
362                         <program>\r
363                                 <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>\r
364                                 <vertex-shader n="1">Shaders/ubershader.vert</vertex-shader>\r
365                                 <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>\r
366                                 <fragment-shader n="1">Shaders/ubershader.frag</fragment-shader>\r
367                                 <!--<attribute>\r
368                                         <name>tangent</name>\r
369                                         <index>6</index>\r
370                                 </attribute>\r
371                                 <attribute>\r
372                                         <name>binormal</name>\r
373                                         <index>7</index>\r
374                                 </attribute>-->\r
375                         </program>\r
376 \r
377                         <uniform>\r
378                                 <name>BaseTex</name>\r
379                                 <type>sampler-2d</type>\r
380                                 <value type="int">0</value>\r
381                         </uniform>\r
382 \r
383                         <uniform>\r
384                                 <name>NormalTex</name>\r
385                                 <type>sampler-2d</type>\r
386                                 <value type="int">2</value>\r
387                         </uniform>\r
388 \r
389                         <uniform>\r
390                                 <name>LightMapTex</name>\r
391                                 <type>sampler-2d</type>\r
392                                 <value type="int">3</value>\r
393                         </uniform>\r
394 \r
395                         <uniform>\r
396                                 <name>ReflMapTex</name>\r
397                                 <type>sampler-2d</type>\r
398                                 <value type="int">4</value>\r
399                         </uniform>\r
400 \r
401                         <uniform>\r
402                                 <name>Environment</name>\r
403                                 <type>sampler-cube</type>\r
404                                 <value type="int">5</value>\r
405                         </uniform>\r
406 \r
407                         <uniform>\r
408                                 <name>ReflFresnelTex</name>\r
409                                 <type>sampler-2d</type>\r
410                                 <value type="int">6</value>\r
411                         </uniform>\r
412 \r
413                         <uniform>\r
414                                 <name>ReflRainbowTex</name>\r
415                                 <type>sampler-2d</type>\r
416                                 <value type="int">7</value>\r
417                         </uniform>\r
418 \r
419                         <uniform>\r
420                                 <name>ReflNoiseTex</name>\r
421                                 <type>sampler-3d</type>\r
422                                 <value type="int">9</value>\r
423                         </uniform>\r
424 \r
425 <!--                    NORMAL MAP -->\r
426                         <!-- normalmap is used-->\r
427                         <uniform>\r
428                                 <name>nmap_enabled</name>\r
429                                 <type>int</type>\r
430                                 <value>\r
431                                         <use>normalmap-enabled</use>\r
432                                 </value>\r
433                         </uniform>\r
434 \r
435                         <!-- normalmap is .dds-->\r
436                         <uniform>\r
437                                 <name>nmap_dds</name>\r
438                                 <type>int</type>\r
439                                 <value>\r
440                                         <use>normalmap-dds</use>\r
441                                 </value>\r
442                         </uniform>\r
443 \r
444                         <uniform>\r
445                                 <name>nmap_tile</name>\r
446                                 <type>int</type>\r
447                                 <value>\r
448                                         <use>normalmap-tiling</use>\r
449                                 </value>\r
450                         </uniform>\r
451 \r
452 <!--                    LIGHTMAP -->\r
453 <!-- lightmap is used -->\r
454                         <uniform>\r
455                                 <name>lightmap_enabled</name>\r
456                                 <type>int</type>\r
457                                 <value>\r
458                                         <use>lightmap-enabled</use>\r
459                                 </value>\r
460                         </uniform>\r
461 <!-- lightmap is multichannel -->\r
462                         <uniform>\r
463                                 <name>lightmap_multi</name>\r
464                                 <type>int</type>\r
465                                 <value>\r
466                                         <use>lightmap-multi</use>\r
467                                 </value>\r
468                         </uniform>\r
469 \r
470                         <uniform>\r
471                                 <name>lightmap_r_factor</name>\r
472                                 <type>float</type>\r
473                                 <value>\r
474                                         <use>lightmap-factor[0]</use>\r
475                                 </value>\r
476                         </uniform>\r
477 \r
478                         <uniform>\r
479                                 <name>lightmap_r_color</name>\r
480                                 <type>float-vec3</type>\r
481                                 <value>\r
482                                         <use>lightmap-color[0]</use>\r
483                                 </value>\r
484                         </uniform>\r
485 \r
486                         <uniform>\r
487                                 <name>lightmap_g_factor</name>\r
488                                 <type>float</type>\r
489                                 <value>\r
490                                         <use>lightmap-factor[1]</use>\r
491                                 </value>\r
492                         </uniform>\r
493 \r
494                         <uniform>\r
495                                 <name>lightmap_g_color</name>\r
496     <type>float-vec3</type>\r
497                                 <value>\r
498                                         <use>lightmap-color[1]</use>\r
499                                 </value>\r
500                         </uniform>\r
501 \r
502                         <uniform>\r
503                                 <name>lightmap_b_factor</name>\r
504                                 <type>float</type>\r
505                                 <value>\r
506                                         <use>lightmap-factor[2]</use>\r
507                                 </value>\r
508                         </uniform>\r
509 \r
510                         <uniform>\r
511                                 <name>lightmap_b_color</name>\r
512     <type>float-vec3</type>\r
513                                 <value>\r
514                                         <use>lightmap-color[2]</use>\r
515                                 </value>\r
516                         </uniform>\r
517 \r
518                         <uniform>\r
519                                 <name>lightmap_a_factor</name>\r
520                                 <type>float</type>\r
521                                 <value>\r
522                                         <use>lightmap-factor[3]</use>\r
523                                 </value>\r
524                         </uniform>\r
525 \r
526                         <uniform>\r
527                                 <name>lightmap_a_color</name>\r
528                                 <type>float-vec3</type>\r
529                                 <value>\r
530                                         <use>lightmap-color[3]</use>\r
531                                 </value>\r
532                         </uniform>\r
533 \r
534 <!--                    reflection is used -->\r
535                         <uniform>\r
536                                 <name>refl_enabled</name>\r
537                                 <type>int</type>\r
538                                 <value>\r
539                                         <use>reflection-enabled</use>\r
540                                 </value>\r
541                         </uniform>\r
542 <!-- reflection correction -->\r
543                         <uniform>\r
544                                 <name>refl_correction</name>\r
545                                 <type>float</type>\r
546                                 <value>\r
547                                         <use>reflection-correction</use>\r
548                                 </value>\r
549                         </uniform>\r
550 \r
551                         <!-- use a reflection map-->\r
552                         <uniform>\r
553                                 <name>refl_map</name>\r
554                                 <type>int</type>\r
555                                 <value>\r
556                                         <use>reflect-map-enabled</use>\r
557                                 </value>\r
558                         </uniform>\r
559 <!-- reflection is dynamic -->\r
560                         <uniform>\r
561                                 <name>refl_dynamic</name>\r
562                                 <type>int</type>\r
563                                 <value>\r
564                                         <use>reflection-dynamic</use>\r
565                                 </value>\r
566                         </uniform>\r
567 \r
568                         <!-- set the amount of fringing colour 0.0 - 1.0 -->\r
569                         <uniform>\r
570                                 <name>refl_rainbow</name>\r
571                                 <type>float</type>\r
572                                 <value>\r
573                                         <use>reflection-rainbow</use>\r
574                                 </value>\r
575                         </uniform>\r
576 \r
577                         <!-- set the amount of fresnel effect colour 0.0 - 1.0 -->\r
578                         <uniform>\r
579                                 <name>refl_fresnel</name>\r
580                                 <type>float</type>\r
581                                 <value>\r
582                                         <use>reflection-fresnel</use>\r
583                                 </value>\r
584                         </uniform>\r
585 \r
586                         <!-- set the amount of noisiness 0.0 - 1.0 -->\r
587                         <uniform>\r
588                                 <name>refl_noise</name>\r
589                                 <type>float</type>\r
590                                 <value>\r
591                                         <use>reflection-noise</use>\r
592                                 </value>\r
593                         </uniform>\r
594 \r
595                         <!-- dirt -->\r
596                         <uniform>\r
597                                 <name>dirt_enabled</name>\r
598                                 <type>int</type>\r
599                                 <value>\r
600                                         <use>dirt-enabled</use>\r
601                                 </value>\r
602                         </uniform>\r
603 \r
604                         <uniform>\r
605                                 <name>dirt_color</name>\r
606                                 <type>float-vec3</type>\r
607                                 <value>\r
608                                         <use>dirt-color</use>\r
609                                 </value>\r
610                         </uniform>\r
611 \r
612                         <uniform>\r
613                                 <name>dirt_factor</name>\r
614                                 <type>float</type>\r
615                                 <value>\r
616                                         <use>dirt-factor</use>\r
617                                 </value>\r
618                         </uniform>\r
619                         <!-- set the amount of ambient light correction 0.0 - 1.0  -->\r
620                         <uniform>\r
621                                 <name>amb_correction</name>\r
622                                 <type>float</type>\r
623                                 <value>\r
624                                         <use>ambient-correction</use>\r
625                                 </value>\r
626                         </uniform>\r
627 <!-- shader quality -->\r
628                         <uniform>\r
629                                 <name>shader_qual</name>\r
630                                 <type>int</type>\r
631                                 <value>\r
632                                         <use>shader-quality</use>\r
633                                 </value>\r
634                         </uniform>\r
635 \r
636                         <uniform>\r
637                                 <name>hdg</name>\r
638                                 <type>float</type>\r
639                                 <value>\r
640                                         <use>model-hdg</use>\r
641                                 </value>\r
642                         </uniform>\r
643 \r
644                         <uniform>\r
645                                 <name>pitch</name>\r
646                                 <type>float</type>\r
647                                 <value>\r
648                                         <use>model-pitch</use>\r
649                                 </value>\r
650                         </uniform>\r
651 \r
652                         <uniform>\r
653                                 <name>roll</name>\r
654                                 <type>float</type>\r
655                                 <value>\r
656                                         <use>model-roll</use>\r
657                                 </value>\r
658                         </uniform>\r
659 \r
660  <!--       BEGIN fog include -->\r
661                         <uniform>\r
662                                 <name>visibility</name>\r
663                                 <type>float</type>\r
664                                 <value>\r
665                                         <use>visibility</use>\r
666                                 </value>\r
667                         </uniform>\r
668                         <uniform>\r
669                                 <name>avisibility</name>\r
670                                 <type>float</type>\r
671                                 <value>\r
672                                         <use>avisibility</use>\r
673                                 </value>\r
674                         </uniform>\r
675                         <uniform>\r
676                                 <name>hazeLayerAltitude</name>\r
677                                 <type>float</type>\r
678                                 <value>\r
679                                         <use>lthickness</use>\r
680                                 </value>\r
681                         </uniform>\r
682                         <uniform>\r
683                                 <name>scattering</name>\r
684                                 <type>float</type>\r
685                                 <value>\r
686                                         <use>scattering</use>\r
687                                 </value>\r
688                         </uniform>\r
689                         <uniform>\r
690                                 <name>terminator</name>\r
691                                 <type>float</type>\r
692                                 <value>\r
693                                         <use>terminator</use>\r
694                                 </value>\r
695                         </uniform>\r
696                         <uniform>\r
697                                 <name>fogType</name>\r
698                                 <type>int</type>\r
699                                 <value>\r
700                                         <use>fogtype</use>\r
701                                 </value>\r
702                         </uniform>\r
703  <!--                   END fog include -->\r
704 \r
705                 </pass>\r
706         </technique>\r
707 </PropertyList>