<?xml version="1.0" encoding="ISO-8859-1"?>

<PropertyList>

  <name>glassrain</name>
  <inherits-from>Effects/model-default</inherits-from>

  <parameters>
    <texture                 n="1">
      <image>Aircraft/Generic/Effects/window_frost.png</image>
      <type>2d</type>
      <filter>linear-mipmap-linear</filter>
      <wrap-s>repeat</wrap-s>
      <wrap-t>repeat</wrap-t>
      <internal-format>normalized</internal-format>
    </texture>

    <!-- placeholder for the function texture used for fogging, wiper area,...-->
    <texture                 n="2">
      <type>white</type>
    </texture>

    <!-- texture for reflections in the glass -->
    <texture                 n="3">
      <type>cubemap</type>
      <images>
        <positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
        <negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
        <positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
        <negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
        <positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
        <negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
      </images>
    </texture>

    <!-- placeholder lightmap texture for reflections in the glass -->
    <texture                 n="4">
      <type>cubemap</type>
      <images>
        <positive-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png</positive-x>
        <negative-x>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png</negative-x>
        <positive-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png</positive-y>
        <negative-y>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png</negative-y>
        <positive-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png</positive-z>
        <negative-z>Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png</negative-z>
      </images>
    </texture>

    <glass-tint             type="vec4d" n="0"> 1.0 1.0 1.0 1.0</glass-tint>
    <overlay-color          type="vec3d" n="0"> 1.0 1.0 1.0</overlay-color>
    <splash-x><use>/environment/aircraft-effects/splash-vector-x</use></splash-x>
    <splash-y><use>/environment/aircraft-effects/splash-vector-y</use></splash-y>
    <splash-z><use>/environment/aircraft-effects/splash-vector-z</use></splash-z>
    <rnorm><use>/environment/rain-norm</use></rnorm>
    <gsnorm><use>/environment/aircraft-effects/ground-splash-norm</use></gsnorm>
    <frost-level><use>/environment/aircraft-effects/frost-level</use></frost-level>
    <surface-mapping-scheme  type="int">0</surface-mapping-scheme>
    <fog-level><use>/environment/aircraft-effects/fog-level</use></fog-level>
    <use-wipers><use>/environment/aircraft-effects/use-wipers</use></use-wipers>
    <use-overlay><use>/environment/aircraft-effects/use-overlay</use></use-overlay>
    <overlay-alpha><use>/environment/aircraft-effects/overlay-alpha</use></overlay-alpha>
    <overlay-glare           type="float">0.5</overlay-glare>
    <use-reflection          type="int">0</use-reflection>
    <reflection-strength     type="float">1.0</reflection-strength>
    <use-mask                type="int">0</use-mask>
    <use-reflection-lightmap type="int">0</use-reflection-lightmap>
    <lightmap-multi          type="int">0</lightmap-multi>
    <lightmap-factor         type="float" n="0">1.0</lightmap-factor>
    <lightmap-color          type="vec3d" n="0"> 1.0 1.0 1.0 </lightmap-color>
    <lightmap-factor         type="float" n="1">1.0</lightmap-factor>
    <lightmap-color          type="vec3d" n="1"> 1.0 1.0 1.0 </lightmap-color>
    <lightmap-factor         type="float" n="2">1.0</lightmap-factor>
    <lightmap-color          type="vec3d" n="2"> 1.0 1.0 1.0 </lightmap-color>
    <lightmap-factor         type="float" n="3">1.0</lightmap-factor>
    <lightmap-color          type="vec3d" n="3"> 1.0 1.0 1.0 </lightmap-color>
  </parameters>

  <technique                 n="4">
    <predicate>
      <and>
        <property>/sim/rendering/shaders/skydome</property>
        <or>
          <less-equal>
            <value           type="float">2.0</value>
            <glversion/>
          </less-equal>
          <and>
            <extension-supported>GL_ARB_shader_objects</extension-supported>
            <extension-supported>GL_ARB_shading_language_100</extension-supported>
            <extension-supported>GL_ARB_vertex_shader</extension-supported>
            <extension-supported>GL_ARB_fragment_shader</extension-supported>
          </and>
        </or>
      </and>
    </predicate>

    <pass>
      <lighting>true</lighting>
      <depth>
        <write-mask          type="bool">false</write-mask>
      </depth>
      <material>
        <active><use>material/active</use></active>
        <ambient><use>material/ambient</use></ambient>
        <diffuse><use>material/diffuse</use></diffuse>
        <specular><use>material/specular</use></specular>
        <emissive><use>material/emissive</use></emissive>
        <shininess><use>material/shininess</use></shininess>
        <color-mode><use>material/color-mode</use></color-mode>
      </material>
      <blend>
        <active><use>blend/active</use></active>
        <source><use>blend/source</use></source>
        <destination><use>blend/destination</use></destination>
      </blend>
      <shade-model><use>shade-model</use></shade-model>
      <cull-face><use>cull-face</use></cull-face>
      <rendering-hint><use>rendering-hint</use></rendering-hint>
      <render-bin>
        <bin-number>111</bin-number>
        <bin-name>DepthSortedBin</bin-name>
      </render-bin>
      <texture-unit>
        <!-- The texture unit is always active because the shaders expect
        that. -->
        <unit>0</unit>
        <type><use>texture[0]/type</use></type>
        <image><use>texture[0]/image</use></image>
        <filter><use>texture[0]/filter</use></filter>
        <wrap-s><use>texture[0]/wrap-s</use></wrap-s>
        <wrap-t><use>texture[0]/wrap-t</use></wrap-t>
        <internal-format> <use>texture[0]/internal-format</use> </internal-format>
      </texture-unit>
      <texture-unit>
        <unit>1</unit>
        <type><use>texture[1]/type</use></type>
        <image><use>texture[1]/image</use></image>
        <filter><use>texture[1]/filter</use></filter>
        <wrap-s><use>texture[1]/wrap-s</use></wrap-s>
        <wrap-t><use>texture[1]/wrap-t</use></wrap-t>
        <internal-format><use>texture[1]/internal-format</use></internal-format>
      </texture-unit>
      <texture-unit>
        <unit>2</unit>
        <type><use>texture[2]/type</use></type>
        <image><use>texture[2]/image</use></image>
        <filter><use>texture[2]/filter</use></filter>
        <wrap-s><use>texture[2]/wrap-s</use></wrap-s>
        <wrap-t><use>texture[2]/wrap-t</use></wrap-t>
        <internal-format><use>texture[2]/internal-format</use></internal-format>
      </texture-unit>
      <texture-unit>
        <unit>3</unit>
        <type><use>texture[3]/type</use></type>
        <images><use>texture[3]/images</use></images>
      </texture-unit>
      <texture-unit>
        <unit>4</unit>
        <type><use>texture[4]/type</use></type>
        <images><use>texture[4]/images</use></images>
      </texture-unit>
      <vertex-program-two-side>
        <use>vertex-program-two-side</use>
      </vertex-program-two-side>
      <program>
        <vertex-shader>Shaders/glass-ALS.vert</vertex-shader>
        <fragment-shader>Shaders/glass-ALS.frag</fragment-shader>
        <fragment-shader>Shaders/noise.frag</fragment-shader>
        <fragment-shader>Shaders/filters-ALS.frag</fragment-shader>
      </program>

      <uniform>
        <name>tint</name>
        <type>float-vec4</type>
        <value><use>glass-tint</use></value>
      </uniform>
      <uniform>
        <name>overlay_color</name>
        <type>float-vec3</type>
        <value><use>overlay-color</use></value>
      </uniform>
      <uniform>
        <name>lightmap_r_factor</name>
        <type>float</type>
        <value><use>lightmap-factor[0]</use></value>
      </uniform>
      <uniform>
        <name>lightmap_r_color</name>
        <type>float-vec3</type>
        <value><use>lightmap-color[0]</use></value>
      </uniform>
      <uniform>
        <name>lightmap_g_factor</name>
        <type>float</type>
        <value><use>lightmap-factor[1]</use></value>
      </uniform>
      <uniform>
        <name>lightmap_g_color</name>
        <type>float-vec3</type>
        <value><use>lightmap-color[1]</use></value>
      </uniform>
      <uniform>
        <name>lightmap_b_factor</name>
        <type>float</type>
        <value><use>lightmap-factor[2]</use></value>
      </uniform>
      <uniform>
        <name>lightmap_b_color</name>
        <type>float-vec3</type>
        <value><use>lightmap-color[2]</use></value>
      </uniform>
      <uniform>
        <name>lightmap_a_factor</name>
        <type>float</type>
        <value><use>lightmap-factor[3]</use></value>
      </uniform>
      <uniform>
        <name>lightmap_a_color</name>
        <type>float-vec3</type>
        <value><use>lightmap-color[3]</use></value>
      </uniform>
      <uniform>
        <name>splash_x</name>
        <type>float</type>
        <value><use>splash-x</use></value>
      </uniform>
      <uniform>
        <name>splash_y</name>
        <type>float</type>
        <value><use>splash-y</use></value>
      </uniform>
      <uniform>
        <name>splash_z</name>
        <type>float</type>
        <value><use>splash-z</use></value>
      </uniform>
      <uniform>
        <name>rain_norm</name>
        <type>float</type>
        <value><use>rnorm</use></value>
      </uniform>
      <uniform>
        <name>ground_splash_norm</name>
        <type>float</type>
        <value><use>gsnorm</use></value>
      </uniform>
      <uniform>
        <name>frost_level</name>
        <type>float</type>
        <value><use>frost-level</use></value>
      </uniform>
      <uniform>
        <name>fog_level</name>
        <type>float</type>
        <value><use>fog-level</use></value>
      </uniform>
      <uniform>
        <name>scattering</name>
        <type>float</type>
        <value><use>scattering</use></value>
      </uniform>
      <uniform>
        <name>terminator</name>
        <type>float</type>
        <value><use>terminator</use></value>
      </uniform>
      <uniform>
        <name>ground_scattering</name>
        <type>float</type>
        <value><use>ground_scattering</use></value>
      </uniform>
      <uniform>
        <name>terminator</name>
        <type>float</type>
        <value><use>terminator</use></value>
      </uniform>
      <uniform>
        <name>overcast</name>
        <type>float</type>
        <value><use>overcast</use></value>
      </uniform>
      <uniform>
        <name>hazeLayerAltitude</name>
        <type>float</type>
        <value><use>lthickness</use></value>
      </uniform>
      <uniform>
        <name>eye_alt</name>
        <type>float</type>
        <value><use>eye_alt</use></value>
      </uniform>
      <uniform>
        <name>cloud_self_shading</name>
        <type>float</type>
        <value><use>cloud_self_shading</use></value>
      </uniform>
      <uniform>
        <name>moonlight</name>
        <type>float</type>
        <value><use>moonlight</use></value>
      </uniform>
      <uniform>
        <name>air_pollution</name>
        <type>float</type>
        <value><use>air_pollution</use></value>
      </uniform>
      <uniform>
        <name>reflection_strength</name>
        <type>float</type>
        <value><use>reflection-strength</use></value>
      </uniform>
      <uniform>
        <name>overlay_alpha</name>
        <type>float</type>
        <value><use>overlay-alpha</use></value>
      </uniform>
      <uniform>
        <name>overlay_glare</name>
        <type>float</type>
        <value><use>overlay-glare</use></value>
      </uniform>
      <!-- filtering -->
      <uniform>
        <name>gamma</name>
        <type>float</type>
        <value><use>gamma</use></value>
      </uniform>
      <uniform>
        <name>brightness</name>
        <type>float</type>
        <value><use>brightness</use></value>
      </uniform>
      <uniform>
        <name>use_filtering</name>
        <type>bool</type>
        <value><use>use_filtering</use></value>
      </uniform>
      <uniform>
        <name>use_night_vision</name>
        <type>bool</type>
        <value><use>use_night_vision</use></value>
      </uniform>
      <uniform>
        <name>use_IR_vision</name>
        <type>bool</type>
        <value><use>use_IR_vision</use></value>
      </uniform>
      <uniform>
        <name>delta_T</name>
        <type>float</type>
        <value><use>delta_T</use></value>
      </uniform>
      <uniform>
        <name>fact_grey</name>
        <type>float</type>
        <value><use>fact_grey</use></value>
      </uniform>
      <uniform>
        <name>fact_black</name>
        <type>float</type>
        <value><use>fact_black</use></value>
      </uniform>
      <uniform>
        <name>display_xsize</name>
        <type>int</type>
        <value><use>display_xsize</use></value>
      </uniform>
      <uniform>
        <name>display_ysize</name>
        <type>int</type>
        <value><use>display_ysize</use></value>
      </uniform>

      <uniform>
        <name>texture</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>
      <uniform>
        <name>frost_texture</name>
        <type>sampler-2d</type>
        <value type="int">1</value>
      </uniform>
      <uniform>
        <name>func_texture</name>
        <type>sampler-2d</type>
        <value type="int">2</value>
      </uniform>
      <uniform>
        <name>cube_texture</name>
        <type>sampler-cube</type>
        <value type="int">3</value>
      </uniform>
      <uniform>
        <name>cube_light_texture</name>
        <type>sampler-cube</type>
        <value type="int">4</value>
      </uniform>
      <uniform>
        <name>use_reflection</name>
        <type>int</type>
        <value><use>use-reflection</use></value>
      </uniform>
      <uniform>
        <name>use_mask</name>
        <type>int</type>
        <value><use>use-mask</use></value>
      </uniform>
      <uniform>
        <name>use_wipers</name>
        <type>int</type>
        <value><use>use-wipers</use></value>
      </uniform>
      <uniform>
        <name>use_overlay</name>
        <type>int</type>
        <value><use>use-overlay</use></value>
      </uniform>
      <uniform>
        <name>use_reflection_lightmap</name>
        <type>int</type>
        <value><use>use-reflection-lightmap</use></value>
      </uniform>
      <uniform>
        <name>lightmap_multi</name>
        <type>int</type>
        <value><use>lightmap-multi</use></value>
      </uniform>
      <uniform>
        <name>adaptive_mapping</name>
        <type>int</type>
        <value><use>surface-mapping-scheme</use></value>
      </uniform>
      <uniform>
        <name>colorMode</name>
        <type>int</type>
        <value><use>material/color-mode-uniform</use></value>
      </uniform>
    </pass>

  </technique>

  <!-- fall back to a fixed pipeline technique equivalent to model-transparent otherwise -->
  <!-- Rembrandt technique of model-default comes at 10, so we insert before that -->
  <technique n="9">
    <pass>
      <lighting>true</lighting>

      <depth>
        <write-mask type="bool">false</write-mask>
      </depth>

      <material>
        <active>
          <use>material/active</use>
        </active>
        <ambient>
          <use>material/ambient</use>
        </ambient>
        <diffuse>
          <use>material/diffuse</use>
        </diffuse>
        <specular>
          <use>material/specular</use>
        </specular>
        <emissive>
          <use>material/emissive</use>
        </emissive>
        <shininess>
          <use>material/shininess</use>
        </shininess>
        <color-mode>
          <use>material/color-mode</use>
        </color-mode>
      </material>

      <blend>
        <active>
          <use>blend/active</use>
        </active>
        <source>
          <use>blend/source</use>
        </source>
        <destination>
          <use>blend/destination</use>
        </destination>
      </blend>

      <shade-model>
        <use>shade-model</use>
      </shade-model>

      <cull-face>
        <use>cull-face</use>
      </cull-face>

      <render-bin>
        <bin-number>111</bin-number>
        <bin-name>DepthSortedBin</bin-name>
      </render-bin>

      <texture-unit>
        <unit>0</unit>
        <active>
          <use>texture[0]/active</use>
        </active>
        <type>
          <use>texture[0]/type</use>
        </type>
        <image>
          <use>texture[0]/image</use>
        </image>
        <filter>
          <use>texture[0]/filter</use>
        </filter>
        <wrap-s>
          <use>texture[0]/wrap-s</use>
        </wrap-s>
        <wrap-t>
          <use>texture[0]/wrap-t</use>
        </wrap-t>
        <environment>
          <mode>modulate</mode>
        </environment>
      </texture-unit>
    </pass>
  </technique>

</PropertyList>
