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

<PropertyList>

  <name>thrust-flame</name>

  <parameters>
    <texture               n="0">
      <type>white</type>
    </texture>

    <flame_radius_fraction type="float">0.2</flame_radius_fraction>
    <thrust_collimation    type="float">0.1</thrust_collimation>
    <thrust_density        type="float">0.5</thrust_density>
    <base_flame_density    type="float">1.0</base_flame_density>
    <shock_frequency       type="float">0.5</shock_frequency>
    <noise_strength        type="float">0.2</noise_strength>
    <noise_scale           type="float">0.1</noise_scale>
    <flame_color_low_r     type="float">0.95</flame_color_low_r>
    <flame_color_low_g     type="float">0.55</flame_color_low_g>
    <flame_color_low_b     type="float">0.0</flame_color_low_b>
    <flame_color_high_r    type="float">1.0</flame_color_high_r>
    <flame_color_high_g    type="float">0.8</flame_color_high_g>
    <flame_color_high_b    type="float">0.3</flame_color_high_b>
    <base_flame_r          type="float">1.0</base_flame_r>
    <base_flame_g          type="float">0.8</base_flame_g>
    <base_flame_b          type="float">0.3</base_flame_b>
    <deflection_coeff      type="float">0.0</deflection_coeff>
    <use_shocks            type="int">1</use_shocks>
    <use_noise             type="int">1</use_noise>
    <visibility><use>/environment/ground-visibility-m</use></visibility>
    <avisibility><use>/environment/visibility-m</use></avisibility>
    <lthickness><use>/environment/ground-haze-thickness-m</use></lthickness>
    <terrain_alt><use>/environment/mean-terrain-elevation-m</use></terrain_alt>
    <eye_alt><use>/sim/rendering/eye-altitude-m</use></eye_alt>
  </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>
      <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>
        <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>
        <internal-format>
          <use>texture[0]/internal-format</use>
        </internal-format>
      </texture-unit>
      <depth>
        <write-mask>false</write-mask>
      </depth>
      <vertex-program-two-side>false</vertex-program-two-side>
      <program>
        <vertex-shader>../ALS/thrustflame-ALS.vert</vertex-shader>
        <fragment-shader>../ALS/thrustflame-ALS.frag</fragment-shader>
        <fragment-shader>Shaders/noise.frag</fragment-shader>
      </program>

      <uniform>
        <name>flame_radius_fraction</name>
        <type>float</type>
        <value><use>flame_radius_fraction</use></value>
      </uniform>

      <uniform>
        <name>thrust_collimation</name>
        <type>float</type>
        <value><use>thrust_collimation</use></value>
      </uniform>

      <uniform>
        <name>thrust_density</name>
        <type>float</type>
        <value><use>thrust_density</use></value>
      </uniform>

      <uniform>
        <name>base_flame_density</name>
        <type>float</type>
        <value><use>base_flame_density</use></value>
      </uniform>

      <uniform>
        <name>shock_frequency</name>
        <type>float</type>
        <value><use>shock_frequency</use></value>
      </uniform>

      <uniform>
        <name>noise_strength</name>
        <type>float</type>
        <value><use>noise_strength</use></value>
      </uniform>

      <uniform>
        <name>noise_scale</name>
        <type>float</type>
        <value><use>noise_scale</use></value>
      </uniform>

      <uniform>
        <name>flame_color_low_r</name>
        <type>float</type>
        <value><use>flame_color_low_r</use></value>
      </uniform>

      <uniform>
        <name>flame_color_low_g</name>
        <type>float</type>
        <value><use>flame_color_low_g</use></value>
      </uniform>

      <uniform>
        <name>flame_color_low_b</name>
        <type>float</type>
        <value><use>flame_color_low_b</use></value>
      </uniform>

      <uniform>
        <name>flame_color_high_r</name>
        <type>float</type>
        <value><use>flame_color_high_r</use></value>
      </uniform>

      <uniform>
        <name>flame_color_high_g</name>
        <type>float</type>
        <value><use>flame_color_high_g</use></value>
      </uniform>

      <uniform>
        <name>flame_color_high_b</name>
        <type>float</type>
        <value><use>flame_color_high_b</use></value>
      </uniform>

      <uniform>
        <name>base_flame_r</name>
        <type>float</type>
        <value><use>base_flame_r</use></value>
      </uniform>

      <uniform>
        <name>base_flame_g</name>
        <type>float</type>
        <value><use>base_flame_g</use></value>
      </uniform>

      <uniform>
        <name>base_flame_b</name>
        <type>float</type>
        <value><use>base_flame_b</use></value>
      </uniform>

      <uniform>
        <name>deflection_coeff</name>
        <type>float</type>
        <value><use>deflection_coeff</use></value>
      </uniform>

      <uniform>
        <name>use_shocks</name>
        <type>int</type>
        <value><use>use_shocks</use></value>
      </uniform>

      <uniform>
        <name>use_noise</name>
        <type>int</type>
        <value><use>use_noise</use></value>
      </uniform>

      <uniform>
        <name>texture</name>
        <type>sampler-2d</type>
        <value type="int">0</value>
      </uniform>

      <uniform>
        <name>colorMode</name>
        <type>int</type>
        <value><use>material/color-mode-uniform</use></value>
      </uniform>
    </pass>

  </technique>

</PropertyList>
