Effects/model-default.eff move skydome to technique 5 to provide more headroom
[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-multi type="int">0</dirt-multi>\r
95                 <dirt-color type="vec3d" n="0">0.0 0.0 0.0</dirt-color>\r
96                 <dirt-factor type="float" n="0">0.0</dirt-factor>\r
97                 <dirt-color type="vec3d" n="1">0.0 0.0 0.0</dirt-color>\r
98                 <dirt-factor type="float" n="1">0.0</dirt-factor>\r
99                 <dirt-color type="vec3d" n="2">0.0 0.0 0.0</dirt-color>\r
100                 <dirt-factor type="float" n="2">0.0</dirt-factor>\r
101                 <!-- ambient correction -->\r
102                 <ambient-correction type="float">0.05</ambient-correction>\r
103                 <!--            quality slider -->\r
104                 <shader-quality type="int">\r
105                         <use>/sim/rendering/shaders/model</use>\r
106                 </shader-quality>\r
107                 <rendering-hint>opaque</rendering-hint>\r
108                 <transparent>false</transparent>\r
109                 <render-bin>\r
110                         <bin-number>1</bin-number>\r
111                         <bin-name>RenderBin</bin-name>\r
112                 </render-bin>\r
113                 <!--            INTERNAL USE -->\r
114                 <shade-model>smooth</shade-model>\r
115                 <model-hdg>\r
116                         <use>orientation/model/heading-deg</use>\r
117                 </model-hdg>\r
118                 <model-pitch>\r
119                         <use>orientation/model/pitch-deg</use>\r
120                 </model-pitch>\r
121                 <model-roll>\r
122                         <use>orientation/model/roll-deg</use>\r
123                 </model-roll>\r
124                 <!--    fog include      -->\r
125                 <visibility>\r
126                         <use>/environment/ground-visibility-m</use>\r
127                 </visibility>\r
128                 <avisibility>\r
129                         <use>/environment/visibility-m</use>\r
130                 </avisibility>\r
131                 <lthickness>\r
132                         <use>/environment/ground-haze-thickness-m</use>\r
133                 </lthickness>\r
134                 <scattering>\r
135                         <use>/rendering/scene/scattering</use>\r
136                 </scattering>\r
137                 <terminator>\r
138                         <use>/environment/terminator-relative-position-m</use>\r
139                 </terminator>\r
140                 <fogtype>\r
141                         <use>/sim/rendering/shaders/skydome</use>\r
142                 </fogtype>\r
143                 <!--            END fog include -->\r
144         </parameters>\r
145 \r
146         <!--<generate>\r
147                 <tangent type="int">6</tangent>\r
148                 <binormal type="int">7</binormal>\r
149         </generate>-->\r
150 \r
151 <!--    Rembrandt rendering -->\r
152         <technique n="8">\r
153         <predicate>\r
154           <and>\r
155                 <property>/sim/rendering/rembrandt</property>\r
156                 <or>\r
157                   <less-equal>\r
158                         <value type="float">2.0</value>\r
159                         <glversion/>\r
160                   </less-equal>\r
161                   <and>\r
162                         <extension-supported>GL_ARB_shader_objects</extension-supported>\r
163                         <extension-supported>GL_ARB_shading_language_100</extension-supported>\r
164                         <extension-supported>GL_ARB_vertex_shader</extension-supported>\r
165                         <extension-supported>GL_ARB_fragment_shader</extension-supported>\r
166                   </and>\r
167                 </or>\r
168                 <extension-supported>GL_EXT_gpu_shader4</extension-supported>\r
169                 <extension-supported>GL_ARB_texture_rg</extension-supported>\r
170           </and>\r
171         </predicate>\r
172                 <pass>\r
173                         <lighting>true</lighting>\r
174                         <material>\r
175                                 <active>\r
176                                         <use>material/active</use>\r
177                                 </active>\r
178                                 <ambient>\r
179                                         <use>material/ambient</use>\r
180                                 </ambient>\r
181                                 <diffuse>\r
182                                         <use>material/diffuse</use>\r
183                                 </diffuse>\r
184                                 <specular>\r
185                                         <use>material/specular</use>\r
186                                 </specular>\r
187                                 <emissive>\r
188                                         <use>material/emissive</use>\r
189                                 </emissive>\r
190                                 <shininess>\r
191                                         <use>material/shininess</use>\r
192                                 </shininess>\r
193                                 <color-mode>\r
194                                         <use>material/color-mode</use>\r
195                                 </color-mode>\r
196                         </material>\r
197                         <blend>\r
198                                 <active>\r
199                                         <use>blend/active</use>\r
200                                 </active>\r
201                                 <source>\r
202                                         <use>blend/source</use>\r
203                                 </source>\r
204                                 <destination>\r
205                                         <use>blend/destination</use>\r
206                                 </destination>\r
207                         </blend>\r
208                         <shade-model>\r
209                                 <use>shade-model</use>\r
210                         </shade-model>\r
211                         <cull-face>\r
212                                 <use>cull-face</use>\r
213                         </cull-face>\r
214                         <rendering-hint>\r
215                                 <use>rendering-hint</use>\r
216                         </rendering-hint>\r
217                         <blend>\r
218                                 <use>transparent</use>\r
219                         </blend>\r
220                         <alpha-test>\r
221                                 <use>transparent</use>\r
222                         </alpha-test>\r
223                         <render-bin>\r
224                                 <bin-number>\r
225                                         <use>render-bin/bin-number</use>\r
226                                 </bin-number>\r
227                                 <bin-name>\r
228                                         <use>render-bin/bin-name</use>\r
229                                 </bin-name>\r
230                         </render-bin>\r
231                         <!-- Diffuse texture unit-->\r
232                         <texture-unit>\r
233                                 <unit>0</unit>\r
234                                 <image>\r
235                                         <use>texture[0]/image</use>\r
236                                 </image>\r
237                                 <filter>\r
238                                         <use>texture[0]/filter</use>\r
239                                 </filter>\r
240                                 <wrap-s>\r
241                                         <use>texture[0]/wrap-s</use>\r
242                                 </wrap-s>\r
243                                 <wrap-t>\r
244                                         <use>texture[0]/wrap-t</use>\r
245                                 </wrap-t>\r
246                                 <internal-format>\r
247                                         <use>texture[0]/internal-format</use>\r
248                                 </internal-format>\r
249                         </texture-unit>\r
250                         <!-- Reflection Noise texture unit-->\r
251                         <texture-unit>\r
252                                 <unit>1</unit>\r
253                                 <type>noise</type>\r
254                         </texture-unit>\r
255                         <!-- NormalMap texture unit-->\r
256                         <texture-unit>\r
257                                 <unit>2</unit>\r
258                                 <image>\r
259                                         <use>texture[2]/image</use>\r
260                                 </image>\r
261                                 <filter>\r
262                                         <use>texture[2]/filter</use>\r
263                                 </filter>\r
264                                 <wrap-s>\r
265                                         <use>texture[2]/wrap-s</use>\r
266                                 </wrap-s>\r
267                                 <wrap-t>\r
268                                         <use>texture[2]/wrap-t</use>\r
269                                 </wrap-t>\r
270                                 <internal-format>\r
271                                         <use>texture[2]/internal-format</use>\r
272                                 </internal-format>\r
273                         </texture-unit>\r
274                         <!-- LightMap texture unit-->\r
275                         <texture-unit>\r
276                                 <unit>3</unit>\r
277                                 <image>\r
278                                         <use>texture[3]/image</use>\r
279                                 </image>\r
280                                 <filter>\r
281                                         <use>texture[3]/filter</use>\r
282                                 </filter>\r
283                                 <wrap-s>\r
284                                         <use>texture[3]/wrap-s</use>\r
285                                 </wrap-s>\r
286                                 <wrap-t>\r
287                                         <use>texture[3]/wrap-t</use>\r
288                                 </wrap-t>\r
289                                 <internal-format>\r
290                                         <use>texture[3]/internal-format</use>\r
291                                 </internal-format>\r
292                         </texture-unit>\r
293                         <!-- ReflectMap texture unit-->\r
294                         <texture-unit>\r
295                                 <unit>4</unit>\r
296                                 <image>\r
297                                         <use>texture[4]/image</use>\r
298                                 </image>\r
299                                 <filter>\r
300                                         <use>texture[4]/filter</use>\r
301                                 </filter>\r
302                                 <wrap-s>\r
303                                         <use>texture[4]/wrap-s</use>\r
304                                 </wrap-s>\r
305                                 <wrap-t>\r
306                                         <use>texture[4]/wrap-t</use>\r
307                                 </wrap-t>\r
308                                 <internal-format>\r
309                                         <use>texture[4]/internal-format</use>\r
310                                 </internal-format>\r
311                         </texture-unit>\r
312                         <!-- Reflection CubeMap texture unit-->\r
313                         <texture-unit>\r
314                                 <unit>5</unit>\r
315                                 <type>\r
316                                         <use>texture[5]/type</use>\r
317                                 </type>\r
318                                 <!-- use this form for a cube cross -->\r
319                                 <!--<image><use>texture[5]/image</use></image>-->\r
320                                 <!-- END CubeCross -->\r
321                                 <!-- use this form for a 6 image cube map -->\r
322                                 <images>\r
323                                         <use>texture[5]/images</use>\r
324                                 </images>\r
325                                 <!-- END 6 image cube map -->\r
326                         </texture-unit>\r
327                         <!-- Reflection fresnel texture unit-->\r
328                         <texture-unit>\r
329                                 <unit>6</unit>\r
330                                 <image>\r
331                                         <use>texture[6]/image</use>\r
332                                 </image>\r
333                                 <filter>\r
334                                         <use>texture[6]/filter</use>\r
335                                 </filter>\r
336                                 <wrap-s>\r
337                                         <use>texture[6]/wrap-s</use>\r
338                                 </wrap-s>\r
339                                 <wrap-t>\r
340                                         <use>texture[6]/wrap-t</use>\r
341                                 </wrap-t>\r
342                                 <internal-format>\r
343                                         <use>texture[6]/internal-format</use>\r
344                                 </internal-format>\r
345                         </texture-unit>\r
346                         <!-- Reflection rainbow texture unit-->\r
347                         <texture-unit>\r
348                                 <unit>7</unit>\r
349                                 <image>\r
350                                         <use>texture[7]/image</use>\r
351                                 </image>\r
352                                 <filter>\r
353                                         <use>texture[7]/filter</use>\r
354                                 </filter>\r
355                                 <wrap-s>\r
356                                         <use>texture[7]/wrap-s</use>\r
357                                 </wrap-s>\r
358                                 <wrap-t>\r
359                                         <use>texture[7]/wrap-t</use>\r
360                                 </wrap-t>\r
361                                 <internal-format>\r
362                                         <use>texture[7]/internal-format</use>\r
363                                 </internal-format>\r
364                         </texture-unit>\r
365 \r
366 \r
367                         <vertex-program-two-side>\r
368                                 <use>vertex-program-two-side</use>\r
369                         </vertex-program-two-side>\r
370 \r
371                         <program>\r
372 <!--                            <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->\r
373                                 <vertex-shader n="1">Shaders/ubershader.vert</vertex-shader>\r
374                                 <fragment-shader n="1">Shaders/include_fog.frag</fragment-shader>\r
375                                 <fragment-shader n="0">Shaders/ubershader.frag</fragment-shader>\r
376                                 <!--<attribute>\r
377                                         <name>tangent</name>\r
378                                         <index>6</index>\r
379                                 </attribute>\r
380                                 <attribute>\r
381                                         <name>binormal</name>\r
382                                         <index>7</index>\r
383                                 </attribute>-->\r
384                         </program>\r
385 \r
386                         <uniform>\r
387                                 <name>BaseTex</name>\r
388                                 <type>sampler-2d</type>\r
389                                 <value type="int">0</value>\r
390                         </uniform>\r
391 \r
392             <uniform>\r
393                                 <name>ReflNoiseTex</name>\r
394                                 <type>sampler-3d</type>\r
395                                 <value type="int">1</value>\r
396                         </uniform>\r
397 \r
398                         <uniform>\r
399                                 <name>NormalTex</name>\r
400                                 <type>sampler-2d</type>\r
401                                 <value type="int">2</value>\r
402                         </uniform>\r
403 \r
404                         <uniform>\r
405                                 <name>LightMapTex</name>\r
406                                 <type>sampler-2d</type>\r
407                                 <value type="int">3</value>\r
408                         </uniform>\r
409 \r
410                         <uniform>\r
411                                 <name>ReflMapTex</name>\r
412                                 <type>sampler-2d</type>\r
413                                 <value type="int">4</value>\r
414                         </uniform>\r
415 \r
416                         <uniform>\r
417                                 <name>Environment</name>\r
418                                 <type>sampler-cube</type>\r
419                                 <value type="int">5</value>\r
420                         </uniform>\r
421 \r
422                         <uniform>\r
423                                 <name>ReflFresnelTex</name>\r
424                                 <type>sampler-2d</type>\r
425                                 <value type="int">6</value>\r
426                         </uniform>\r
427 \r
428                         <uniform>\r
429                                 <name>ReflRainbowTex</name>\r
430                                 <type>sampler-2d</type>\r
431                                 <value type="int">7</value>\r
432                         </uniform>\r
433 \r
434                         <!--                    NORMAL MAP -->\r
435                         <!-- normalmap is used-->\r
436                         <uniform>\r
437                                 <name>nmap_enabled</name>\r
438                                 <type>int</type>\r
439                                 <value>\r
440                                         <use>normalmap-enabled</use>\r
441                                 </value>\r
442                         </uniform>\r
443 \r
444                         <!-- normalmap is .dds-->\r
445                         <uniform>\r
446                                 <name>nmap_dds</name>\r
447                                 <type>int</type>\r
448                                 <value>\r
449                                         <use>normalmap-dds</use>\r
450                                 </value>\r
451                         </uniform>\r
452 \r
453                         <uniform>\r
454                                 <name>nmap_tile</name>\r
455                                 <type>int</type>\r
456                                 <value>\r
457                                         <use>normalmap-tiling</use>\r
458                                 </value>\r
459                         </uniform>\r
460 \r
461                         <!--                    LIGHTMAP -->\r
462                         <!-- lightmap is used -->\r
463                         <uniform>\r
464                                 <name>lightmap_enabled</name>\r
465                                 <type>int</type>\r
466                                 <value>\r
467                                         <use>lightmap-enabled</use>\r
468                                 </value>\r
469                         </uniform>\r
470                         <!-- lightmap is multichannel -->\r
471                         <uniform>\r
472                                 <name>lightmap_multi</name>\r
473                                 <type>int</type>\r
474                                 <value>\r
475                                         <use>lightmap-multi</use>\r
476                                 </value>\r
477                         </uniform>\r
478 \r
479                         <uniform>\r
480                                 <name>lightmap_r_factor</name>\r
481                                 <type>float</type>\r
482                                 <value>\r
483                                         <use>lightmap-factor[0]</use>\r
484                                 </value>\r
485                         </uniform>\r
486 \r
487                         <uniform>\r
488                                 <name>lightmap_r_color</name>\r
489                                 <type>float-vec3</type>\r
490                                 <value>\r
491                                         <use>lightmap-color[0]</use>\r
492                                 </value>\r
493                         </uniform>\r
494 \r
495                         <uniform>\r
496                                 <name>lightmap_g_factor</name>\r
497                                 <type>float</type>\r
498                                 <value>\r
499                                         <use>lightmap-factor[1]</use>\r
500                                 </value>\r
501                         </uniform>\r
502 \r
503                         <uniform>\r
504                                 <name>lightmap_g_color</name>\r
505                                 <type>float-vec3</type>\r
506                                 <value>\r
507                                         <use>lightmap-color[1]</use>\r
508                                 </value>\r
509                         </uniform>\r
510 \r
511                         <uniform>\r
512                                 <name>lightmap_b_factor</name>\r
513                                 <type>float</type>\r
514                                 <value>\r
515                                         <use>lightmap-factor[2]</use>\r
516                                 </value>\r
517                         </uniform>\r
518 \r
519                         <uniform>\r
520                                 <name>lightmap_b_color</name>\r
521                                 <type>float-vec3</type>\r
522                                 <value>\r
523                                         <use>lightmap-color[2]</use>\r
524                                 </value>\r
525                         </uniform>\r
526 \r
527                         <uniform>\r
528                                 <name>lightmap_a_factor</name>\r
529                                 <type>float</type>\r
530                                 <value>\r
531                                         <use>lightmap-factor[3]</use>\r
532                                 </value>\r
533                         </uniform>\r
534 \r
535                         <uniform>\r
536                                 <name>lightmap_a_color</name>\r
537                                 <type>float-vec3</type>\r
538                                 <value>\r
539                                         <use>lightmap-color[3]</use>\r
540                                 </value>\r
541                         </uniform>\r
542 \r
543                         <!--                    reflection is used -->\r
544                         <uniform>\r
545                                 <name>refl_enabled</name>\r
546                                 <type>int</type>\r
547                                 <value>\r
548                                         <use>reflection-enabled</use>\r
549                                 </value>\r
550                         </uniform>\r
551                         <!-- reflection correction -->\r
552                         <uniform>\r
553                                 <name>refl_correction</name>\r
554                                 <type>float</type>\r
555                                 <value>\r
556                                         <use>reflection-correction</use>\r
557                                 </value>\r
558                         </uniform>\r
559 \r
560                         <!-- use a reflection map-->\r
561                         <uniform>\r
562                                 <name>refl_map</name>\r
563                                 <type>int</type>\r
564                                 <value>\r
565                                         <use>reflect-map-enabled</use>\r
566                                 </value>\r
567                         </uniform>\r
568                         <!-- reflection is dynamic -->\r
569                         <uniform>\r
570                                 <name>refl_dynamic</name>\r
571                                 <type>int</type>\r
572                                 <value>\r
573                                         <use>reflection-dynamic</use>\r
574                                 </value>\r
575                         </uniform>\r
576 \r
577                         <!-- set the amount of fringing colour 0.0 - 1.0 -->\r
578                         <uniform>\r
579                                 <name>refl_rainbow</name>\r
580                                 <type>float</type>\r
581                                 <value>\r
582                                         <use>reflection-rainbow</use>\r
583                                 </value>\r
584                         </uniform>\r
585 \r
586                         <!-- set the amount of fresnel effect colour 0.0 - 1.0 -->\r
587                         <uniform>\r
588                                 <name>refl_fresnel</name>\r
589                                 <type>float</type>\r
590                                 <value>\r
591                                         <use>reflection-fresnel</use>\r
592                                 </value>\r
593                         </uniform>\r
594 \r
595                         <!-- set the amount of noisiness 0.0 - 1.0 -->\r
596                         <uniform>\r
597                                 <name>refl_noise</name>\r
598                                 <type>float</type>\r
599                                 <value>\r
600                                         <use>reflection-noise</use>\r
601                                 </value>\r
602                         </uniform>\r
603 \r
604                         <!-- dirt -->\r
605                         <uniform>\r
606                                 <name>dirt_enabled</name>\r
607                                 <type>int</type>\r
608                                 <value>\r
609                                         <use>dirt-enabled</use>\r
610                                 </value>\r
611                         </uniform>\r
612 \r
613                         <uniform>\r
614                                 <name>dirt_multi</name>\r
615                                 <type>int</type>\r
616                                 <value>\r
617                                         <use>dirt-multi</use>\r
618                                 </value>\r
619                         </uniform>\r
620 \r
621                         <uniform>\r
622                                 <name>dirt_r_color</name>\r
623                                 <type>float-vec3</type>\r
624                                 <value>\r
625                                         <use>dirt-color[0]</use>\r
626                                 </value>\r
627                         </uniform>\r
628 \r
629                         <uniform>\r
630                                 <name>dirt_r_factor</name>\r
631                                 <type>float</type>\r
632                                 <value>\r
633                                         <use>dirt-factor[0]</use>\r
634                                 </value>\r
635                         </uniform>\r
636 \r
637                         <uniform>\r
638                                 <name>dirt_g_color</name>\r
639                                 <type>float-vec3</type>\r
640                                 <value>\r
641                                         <use>dirt-color[1]</use>\r
642                                 </value>\r
643                         </uniform>\r
644 \r
645                         <uniform>\r
646                                 <name>dirt_g_factor</name>\r
647                                 <type>float</type>\r
648                                 <value>\r
649                                         <use>dirt-factor[1]</use>\r
650                                 </value>\r
651                         </uniform>\r
652 \r
653                         <uniform>\r
654                                 <name>dirt_b_color</name>\r
655                                 <type>float-vec3</type>\r
656                                 <value>\r
657                                         <use>dirt-color[2]</use>\r
658                                 </value>\r
659                         </uniform>\r
660 \r
661                         <uniform>\r
662                                 <name>dirt_b_factor</name>\r
663                                 <type>float</type>\r
664                                 <value>\r
665                                         <use>dirt-factor[2]</use>\r
666                                 </value>\r
667                         </uniform>\r
668 \r
669                         <!-- set the amount of ambient light correction 0.0 - 1.0  -->\r
670                         <uniform>\r
671                                 <name>amb_correction</name>\r
672                                 <type>float</type>\r
673                                 <value>\r
674                                         <use>ambient-correction</use>\r
675                                 </value>\r
676                         </uniform>\r
677                         <!-- shader quality -->\r
678                         <uniform>\r
679                                 <name>shader_qual</name>\r
680                                 <type>int</type>\r
681                                 <value>\r
682                                         <use>shader-quality</use>\r
683                                 </value>\r
684                         </uniform>\r
685 \r
686                         <uniform>\r
687                                 <name>hdg</name>\r
688                                 <type>float</type>\r
689                                 <value>\r
690                                         <use>model-hdg</use>\r
691                                 </value>\r
692                         </uniform>\r
693 \r
694                         <uniform>\r
695                                 <name>pitch</name>\r
696                                 <type>float</type>\r
697                                 <value>\r
698                                         <use>model-pitch</use>\r
699                                 </value>\r
700                         </uniform>\r
701 \r
702                         <uniform>\r
703                                 <name>roll</name>\r
704                                 <type>float</type>\r
705                                 <value>\r
706                                         <use>model-roll</use>\r
707                                 </value>\r
708                         </uniform>\r
709 \r
710                         <!--        BEGIN fog include -->\r
711                         <uniform>\r
712                                 <name>visibility</name>\r
713                                 <type>float</type>\r
714                                 <value>\r
715                                         <use>visibility</use>\r
716                                 </value>\r
717                         </uniform>\r
718                         <uniform>\r
719                                 <name>avisibility</name>\r
720                                 <type>float</type>\r
721                                 <value>\r
722                                         <use>avisibility</use>\r
723                                 </value>\r
724                         </uniform>\r
725                         <uniform>\r
726                                 <name>hazeLayerAltitude</name>\r
727                                 <type>float</type>\r
728                                 <value>\r
729                                         <use>lthickness</use>\r
730                                 </value>\r
731                         </uniform>\r
732                         <uniform>\r
733                                 <name>scattering</name>\r
734                                 <type>float</type>\r
735                                 <value>\r
736                                         <use>scattering</use>\r
737                                 </value>\r
738                         </uniform>\r
739                         <uniform>\r
740                                 <name>terminator</name>\r
741                                 <type>float</type>\r
742                                 <value>\r
743                                         <use>terminator</use>\r
744                                 </value>\r
745                         </uniform>\r
746                         <uniform>\r
747                                 <name>fogType</name>\r
748                                 <type>int</type>\r
749                                 <value>\r
750                                         <use>fogtype</use>\r
751                                 </value>\r
752                         </uniform>\r
753                         <!--                    END fog include -->\r
754                 </pass>\r
755         </technique>\r
756 \r
757 <!-- Default rendering -->\r
758         <technique n="9">\r
759           <!-- FIXME: this technique number overlaps the one in model-default -->\r
760           <predicate>\r
761                 <and>\r
762                   <property>/sim/rendering/shaders/model</property>\r
763                   <or>\r
764                         <less-equal>\r
765                           <value type="float">2.0</value>\r
766                           <glversion/>\r
767                         </less-equal>\r
768                         <and>\r
769                           <extension-supported>GL_ARB_shader_objects</extension-supported>\r
770                           <extension-supported>GL_ARB_shading_language_100</extension-supported>\r
771                           <extension-supported>GL_ARB_vertex_shader</extension-supported>\r
772                           <extension-supported>GL_ARB_fragment_shader</extension-supported>\r
773                         </and>\r
774                   </or>\r
775                 </and>\r
776           </predicate>\r
777           <pass>\r
778                 <lighting>true</lighting>\r
779                 <material>\r
780                   <active>\r
781                         <use>material/active</use>\r
782                   </active>\r
783                   <ambient>\r
784                         <use>material/ambient</use>\r
785                   </ambient>\r
786                   <diffuse>\r
787                         <use>material/diffuse</use>\r
788                   </diffuse>\r
789                   <specular>\r
790                         <use>material/specular</use>\r
791                   </specular>\r
792                   <emissive>\r
793                         <use>material/emissive</use>\r
794                   </emissive>\r
795                   <shininess>\r
796                         <use>material/shininess</use>\r
797                   </shininess>\r
798                   <color-mode>\r
799                         <use>material/color-mode</use>\r
800                   </color-mode>\r
801                 </material>\r
802                 <blend>\r
803                   <active>\r
804                         <use>blend/active</use>\r
805                   </active>\r
806                   <source>\r
807                         <use>blend/source</use>\r
808                   </source>\r
809                   <destination>\r
810                         <use>blend/destination</use>\r
811                   </destination>\r
812                 </blend>\r
813                 <shade-model>\r
814                   <use>shade-model</use>\r
815                 </shade-model>\r
816                 <cull-face>\r
817                   <use>cull-face</use>\r
818                 </cull-face>\r
819                 <rendering-hint>\r
820                   <use>rendering-hint</use>\r
821                 </rendering-hint>\r
822                 <blend>\r
823                   <use>transparent</use>\r
824                 </blend>\r
825                 <alpha-test>\r
826                   <use>transparent</use>\r
827                 </alpha-test>\r
828                 <render-bin>\r
829                   <bin-number>\r
830                         <use>render-bin/bin-number</use>\r
831                   </bin-number>\r
832                   <bin-name>\r
833                         <use>render-bin/bin-name</use>\r
834                   </bin-name>\r
835                 </render-bin>\r
836                 <!-- Diffuse texture unit-->\r
837                 <texture-unit>\r
838                   <unit>0</unit>\r
839                   <image>\r
840                         <use>texture[0]/image</use>\r
841                   </image>\r
842                   <filter>\r
843                         <use>texture[0]/filter</use>\r
844                   </filter>\r
845                   <wrap-s>\r
846                         <use>texture[0]/wrap-s</use>\r
847                   </wrap-s>\r
848                   <wrap-t>\r
849                         <use>texture[0]/wrap-t</use>\r
850                   </wrap-t>\r
851                   <internal-format>\r
852                         <use>texture[0]/internal-format</use>\r
853                   </internal-format>\r
854                 </texture-unit>\r
855                 <!-- Reflection Noise texture unit-->\r
856                 <texture-unit>\r
857                   <unit>1</unit>\r
858                   <type>noise</type>\r
859                 </texture-unit>\r
860                 <!-- NormalMap texture unit-->\r
861                 <texture-unit>\r
862                   <unit>2</unit>\r
863                   <image>\r
864                         <use>texture[2]/image</use>\r
865                   </image>\r
866                   <filter>\r
867                         <use>texture[2]/filter</use>\r
868                   </filter>\r
869                   <wrap-s>\r
870                         <use>texture[2]/wrap-s</use>\r
871                   </wrap-s>\r
872                   <wrap-t>\r
873                         <use>texture[2]/wrap-t</use>\r
874                   </wrap-t>\r
875                   <internal-format>\r
876                         <use>texture[2]/internal-format</use>\r
877                   </internal-format>\r
878                 </texture-unit>\r
879                 <!-- LightMap texture unit-->\r
880                 <texture-unit>\r
881                   <unit>3</unit>\r
882                   <image>\r
883                         <use>texture[3]/image</use>\r
884                   </image>\r
885                   <filter>\r
886                         <use>texture[3]/filter</use>\r
887                   </filter>\r
888                   <wrap-s>\r
889                         <use>texture[3]/wrap-s</use>\r
890                   </wrap-s>\r
891                   <wrap-t>\r
892                         <use>texture[3]/wrap-t</use>\r
893                   </wrap-t>\r
894                   <internal-format>\r
895                         <use>texture[3]/internal-format</use>\r
896                   </internal-format>\r
897                 </texture-unit>\r
898                 <!-- ReflectMap texture unit-->\r
899                 <texture-unit>\r
900                   <unit>4</unit>\r
901                   <image>\r
902                         <use>texture[4]/image</use>\r
903                   </image>\r
904                   <filter>\r
905                         <use>texture[4]/filter</use>\r
906                   </filter>\r
907                   <wrap-s>\r
908                         <use>texture[4]/wrap-s</use>\r
909                   </wrap-s>\r
910                   <wrap-t>\r
911                         <use>texture[4]/wrap-t</use>\r
912                   </wrap-t>\r
913                   <internal-format>\r
914                         <use>texture[4]/internal-format</use>\r
915                   </internal-format>\r
916                 </texture-unit>\r
917                 <!-- Reflection CubeMap texture unit-->\r
918                 <texture-unit>\r
919                   <unit>5</unit>\r
920                   <type>\r
921                         <use>texture[5]/type</use>\r
922                   </type>\r
923                   <!-- use this form for a cube cross -->\r
924                   <!--<image>\r
925                   <use>texture[5]/image</use>\r
926                 </image>-->\r
927                   <!-- END CubeCross -->\r
928                   <!-- use this form for a 6 image cube map -->\r
929                   <images>\r
930                         <use>texture[5]/images</use>\r
931                   </images>\r
932                   <!-- END 6 image cube map -->\r
933                   </texture-unit>\r
934                   <!-- Reflection fresnel texture unit-->\r
935                   <texture-unit>\r
936                         <unit>6</unit>\r
937                         <image>\r
938                           <use>texture[6]/image</use>\r
939                         </image>\r
940                         <filter>\r
941                           <use>texture[6]/filter</use>\r
942                         </filter>\r
943                         <wrap-s>\r
944                           <use>texture[6]/wrap-s</use>\r
945                         </wrap-s>\r
946                         <wrap-t>\r
947                           <use>texture[6]/wrap-t</use>\r
948                         </wrap-t>\r
949                         <internal-format>\r
950                           <use>texture[6]/internal-format</use>\r
951                         </internal-format>\r
952                   </texture-unit>\r
953                   <!-- Reflection rainbow texture unit-->\r
954                   <texture-unit>\r
955                         <unit>7</unit>\r
956                         <image>\r
957                           <use>texture[7]/image</use>\r
958                         </image>\r
959                         <filter>\r
960                           <use>texture[7]/filter</use>\r
961                         </filter>\r
962                         <wrap-s>\r
963                           <use>texture[7]/wrap-s</use>\r
964                         </wrap-s>\r
965                         <wrap-t>\r
966                           <use>texture[7]/wrap-t</use>\r
967                         </wrap-t>\r
968                         <internal-format>\r
969                           <use>texture[7]/internal-format</use>\r
970                         </internal-format>\r
971                   </texture-unit>\r
972 \r
973 \r
974                   <vertex-program-two-side>\r
975                         <use>vertex-program-two-side</use>\r
976                   </vertex-program-two-side>\r
977 \r
978                   <program>\r
979                         <!--                            <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->\r
980                           <vertex-shader n="1">Shaders/ubershader.vert</vertex-shader>\r
981                           <fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>\r
982                           <fragment-shader n="1">Shaders/ubershader.frag</fragment-shader>\r
983                           <!--<attribute>\r
984                           <name>tangent</name>\r
985                           <index>6</index>\r
986                         </attribute>\r
987                         <attribute>\r
988                           <name>binormal</name>\r
989                           <index>7</index>\r
990                         </attribute>-->\r
991                   </program>\r
992 \r
993                   <uniform>\r
994                         <name>BaseTex</name>\r
995                         <type>sampler-2d</type>\r
996                         <value type="int">0</value>\r
997                   </uniform>\r
998 \r
999                   <uniform>\r
1000                         <name>ReflNoiseTex</name>\r
1001                         <type>sampler-3d</type>\r
1002                         <value type="int">1</value>\r
1003                   </uniform>\r
1004 \r
1005                   <uniform>\r
1006                         <name>NormalTex</name>\r
1007                         <type>sampler-2d</type>\r
1008                         <value type="int">2</value>\r
1009                   </uniform>\r
1010 \r
1011                   <uniform>\r
1012                         <name>LightMapTex</name>\r
1013                         <type>sampler-2d</type>\r
1014                         <value type="int">3</value>\r
1015                   </uniform>\r
1016 \r
1017                   <uniform>\r
1018                         <name>ReflMapTex</name>\r
1019                         <type>sampler-2d</type>\r
1020                         <value type="int">4</value>\r
1021                   </uniform>\r
1022 \r
1023                   <uniform>\r
1024                         <name>Environment</name>\r
1025                         <type>sampler-cube</type>\r
1026                         <value type="int">5</value>\r
1027                   </uniform>\r
1028 \r
1029                   <uniform>\r
1030                         <name>ReflFresnelTex</name>\r
1031                         <type>sampler-2d</type>\r
1032                         <value type="int">6</value>\r
1033                   </uniform>\r
1034 \r
1035                   <uniform>\r
1036                         <name>ReflRainbowTex</name>\r
1037                         <type>sampler-2d</type>\r
1038                         <value type="int">7</value>\r
1039                   </uniform>\r
1040 \r
1041 \r
1042 \r
1043                   <!--                  NORMAL MAP -->\r
1044                   <!-- normalmap is used-->\r
1045                   <uniform>\r
1046                         <name>nmap_enabled</name>\r
1047                         <type>int</type>\r
1048                         <value>\r
1049                           <use>normalmap-enabled</use>\r
1050                         </value>\r
1051                   </uniform>\r
1052 \r
1053                   <!-- normalmap is .dds-->\r
1054                   <uniform>\r
1055                         <name>nmap_dds</name>\r
1056                         <type>int</type>\r
1057                         <value>\r
1058                           <use>normalmap-dds</use>\r
1059                         </value>\r
1060                   </uniform>\r
1061 \r
1062                   <uniform>\r
1063                         <name>nmap_tile</name>\r
1064                         <type>int</type>\r
1065                         <value>\r
1066                           <use>normalmap-tiling</use>\r
1067                         </value>\r
1068                   </uniform>\r
1069 \r
1070                   <!--                  LIGHTMAP -->\r
1071                   <!-- lightmap is used -->\r
1072                   <uniform>\r
1073                         <name>lightmap_enabled</name>\r
1074                         <type>int</type>\r
1075                         <value>\r
1076                           <use>lightmap-enabled</use>\r
1077                         </value>\r
1078                   </uniform>\r
1079                   <!-- lightmap is multichannel -->\r
1080                   <uniform>\r
1081                         <name>lightmap_multi</name>\r
1082                         <type>int</type>\r
1083                         <value>\r
1084                           <use>lightmap-multi</use>\r
1085                         </value>\r
1086                   </uniform>\r
1087 \r
1088                   <uniform>\r
1089                         <name>lightmap_r_factor</name>\r
1090                         <type>float</type>\r
1091                         <value>\r
1092                           <use>lightmap-factor[0]</use>\r
1093                         </value>\r
1094                   </uniform>\r
1095 \r
1096                   <uniform>\r
1097                         <name>lightmap_r_color</name>\r
1098                         <type>float-vec3</type>\r
1099                         <value>\r
1100                           <use>lightmap-color[0]</use>\r
1101                         </value>\r
1102                   </uniform>\r
1103 \r
1104                   <uniform>\r
1105                         <name>lightmap_g_factor</name>\r
1106                         <type>float</type>\r
1107                         <value>\r
1108                           <use>lightmap-factor[1]</use>\r
1109                         </value>\r
1110                   </uniform>\r
1111 \r
1112                   <uniform>\r
1113                         <name>lightmap_g_color</name>\r
1114                         <type>float-vec3</type>\r
1115                         <value>\r
1116                           <use>lightmap-color[1]</use>\r
1117                         </value>\r
1118                   </uniform>\r
1119 \r
1120                   <uniform>\r
1121                         <name>lightmap_b_factor</name>\r
1122                         <type>float</type>\r
1123                         <value>\r
1124                           <use>lightmap-factor[2]</use>\r
1125                         </value>\r
1126                   </uniform>\r
1127 \r
1128                   <uniform>\r
1129                         <name>lightmap_b_color</name>\r
1130                         <type>float-vec3</type>\r
1131                         <value>\r
1132                           <use>lightmap-color[2]</use>\r
1133                         </value>\r
1134                   </uniform>\r
1135 \r
1136                   <uniform>\r
1137                         <name>lightmap_a_factor</name>\r
1138                         <type>float</type>\r
1139                         <value>\r
1140                           <use>lightmap-factor[3]</use>\r
1141                         </value>\r
1142                   </uniform>\r
1143 \r
1144                   <uniform>\r
1145                         <name>lightmap_a_color</name>\r
1146                         <type>float-vec3</type>\r
1147                         <value>\r
1148                           <use>lightmap-color[3]</use>\r
1149                         </value>\r
1150                   </uniform>\r
1151 \r
1152                   <!--                  reflection is used -->\r
1153                   <uniform>\r
1154                         <name>refl_enabled</name>\r
1155                         <type>int</type>\r
1156                         <value>\r
1157                           <use>reflection-enabled</use>\r
1158                         </value>\r
1159                   </uniform>\r
1160                   <!-- reflection correction -->\r
1161                   <uniform>\r
1162                         <name>refl_correction</name>\r
1163                         <type>float</type>\r
1164                         <value>\r
1165                           <use>reflection-correction</use>\r
1166                         </value>\r
1167                   </uniform>\r
1168 \r
1169                   <!-- use a reflection map-->\r
1170                   <uniform>\r
1171                         <name>refl_map</name>\r
1172                         <type>int</type>\r
1173                         <value>\r
1174                           <use>reflect-map-enabled</use>\r
1175                         </value>\r
1176                   </uniform>\r
1177                   <!-- reflection is dynamic -->\r
1178                   <uniform>\r
1179                         <name>refl_dynamic</name>\r
1180                         <type>int</type>\r
1181                         <value>\r
1182                           <use>reflection-dynamic</use>\r
1183                         </value>\r
1184                   </uniform>\r
1185 \r
1186                   <!-- set the amount of fringing colour 0.0 - 1.0 -->\r
1187                   <uniform>\r
1188                         <name>refl_rainbow</name>\r
1189                         <type>float</type>\r
1190                         <value>\r
1191                           <use>reflection-rainbow</use>\r
1192                         </value>\r
1193                   </uniform>\r
1194 \r
1195                   <!-- set the amount of fresnel effect colour 0.0 - 1.0 -->\r
1196                   <uniform>\r
1197                         <name>refl_fresnel</name>\r
1198                         <type>float</type>\r
1199                         <value>\r
1200                           <use>reflection-fresnel</use>\r
1201                         </value>\r
1202                   </uniform>\r
1203 \r
1204                   <!-- set the amount of noisiness 0.0 - 1.0 -->\r
1205                   <uniform>\r
1206                         <name>refl_noise</name>\r
1207                         <type>float</type>\r
1208                         <value>\r
1209                           <use>reflection-noise</use>\r
1210                         </value>\r
1211                   </uniform>\r
1212 \r
1213                   <!-- dirt -->\r
1214                   <uniform>\r
1215                         <name>dirt_enabled</name>\r
1216                         <type>int</type>\r
1217                         <value>\r
1218                           <use>dirt-enabled</use>\r
1219                         </value>\r
1220                   </uniform>\r
1221 \r
1222                   <uniform>\r
1223                         <name>dirt_multi</name>\r
1224                         <type>int</type>\r
1225                         <value>\r
1226                           <use>dirt-multi</use>\r
1227                         </value>\r
1228                   </uniform>\r
1229 \r
1230                   <uniform>\r
1231                         <name>dirt_r_color</name>\r
1232                         <type>float-vec3</type>\r
1233                         <value>\r
1234                           <use>dirt-color[0]</use>\r
1235                         </value>\r
1236                   </uniform>\r
1237 \r
1238                   <uniform>\r
1239                         <name>dirt_r_factor</name>\r
1240                         <type>float</type>\r
1241                         <value>\r
1242                           <use>dirt-factor[0]</use>\r
1243                         </value>\r
1244                   </uniform>\r
1245 \r
1246                   <uniform>\r
1247                         <name>dirt_g_color</name>\r
1248                         <type>float-vec3</type>\r
1249                         <value>\r
1250                           <use>dirt-color[1]</use>\r
1251                         </value>\r
1252                   </uniform>\r
1253 \r
1254                   <uniform>\r
1255                         <name>dirt_g_factor</name>\r
1256                         <type>float</type>\r
1257                         <value>\r
1258                           <use>dirt-factor[1]</use>\r
1259                         </value>\r
1260                   </uniform>\r
1261 \r
1262                   <uniform>\r
1263                         <name>dirt_b_color</name>\r
1264                         <type>float-vec3</type>\r
1265                         <value>\r
1266                           <use>dirt-color[2]</use>\r
1267                         </value>\r
1268                   </uniform>\r
1269 \r
1270                   <uniform>\r
1271                         <name>dirt_b_factor</name>\r
1272                         <type>float</type>\r
1273                         <value>\r
1274                           <use>dirt-factor[2]</use>\r
1275                         </value>\r
1276                   </uniform>\r
1277 \r
1278                   <!-- set the amount of ambient light correction 0.0 - 1.0  -->\r
1279                   <uniform>\r
1280                         <name>amb_correction</name>\r
1281                         <type>float</type>\r
1282                         <value>\r
1283                           <use>ambient-correction</use>\r
1284                         </value>\r
1285                   </uniform>\r
1286                   <!-- shader quality -->\r
1287                   <uniform>\r
1288                         <name>shader_qual</name>\r
1289                         <type>int</type>\r
1290                         <value>\r
1291                           <use>shader-quality</use>\r
1292                         </value>\r
1293                   </uniform>\r
1294 \r
1295                   <uniform>\r
1296                         <name>hdg</name>\r
1297                         <type>float</type>\r
1298                         <value>\r
1299                           <use>model-hdg</use>\r
1300                         </value>\r
1301                   </uniform>\r
1302 \r
1303                   <uniform>\r
1304                         <name>pitch</name>\r
1305                         <type>float</type>\r
1306                         <value>\r
1307                           <use>model-pitch</use>\r
1308                         </value>\r
1309                   </uniform>\r
1310 \r
1311                   <uniform>\r
1312                         <name>roll</name>\r
1313                         <type>float</type>\r
1314                         <value>\r
1315                           <use>model-roll</use>\r
1316                         </value>\r
1317                   </uniform>\r
1318 \r
1319                   <!--      BEGIN fog include -->\r
1320                   <uniform>\r
1321                         <name>visibility</name>\r
1322                         <type>float</type>\r
1323                         <value>\r
1324                           <use>visibility</use>\r
1325                         </value>\r
1326                   </uniform>\r
1327                   <uniform>\r
1328                         <name>avisibility</name>\r
1329                         <type>float</type>\r
1330                         <value>\r
1331                           <use>avisibility</use>\r
1332                         </value>\r
1333                   </uniform>\r
1334                   <uniform>\r
1335                         <name>hazeLayerAltitude</name>\r
1336                         <type>float</type>\r
1337                         <value>\r
1338                           <use>lthickness</use>\r
1339                         </value>\r
1340                   </uniform>\r
1341                   <uniform>\r
1342                         <name>scattering</name>\r
1343                         <type>float</type>\r
1344                         <value>\r
1345                           <use>scattering</use>\r
1346                         </value>\r
1347                   </uniform>\r
1348                   <uniform>\r
1349                         <name>terminator</name>\r
1350                         <type>float</type>\r
1351                         <value>\r
1352                           <use>terminator</use>\r
1353                         </value>\r
1354                   </uniform>\r
1355                   <uniform>\r
1356                         <name>fogType</name>\r
1357                         <type>int</type>\r
1358                         <value>\r
1359                           <use>fogtype</use>\r
1360                         </value>\r
1361                   </uniform>\r
1362                   <!--                  END fog include -->\r
1363 \r
1364                   </pass>\r
1365                 </technique>\r
1366 </PropertyList>