<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
    <name>Aircraft/777/Models/Effects/glass</name>
        <inherits-from>Effects/model-combined</inherits-from>
        <parameters>
            <normalmap-enabled type="int">0</normalmap-enabled>
            <lightmap-enabled type="int">0</lightmap-enabled>
            <reflection-enabled type="int">1</reflection-enabled>
            <reflection-correction type="float">0.5</reflection-correction>
            <reflect-map-enabled type="int">0</reflect-map-enabled>
            <reflection-fresnel type="float">0.5</reflection-fresnel>
            <reflection-rainbow type="float">0.3</reflection-rainbow>
            <reflection-noise type="float">0.0</reflection-noise>
            <reflection-dynamic type="int">1</reflection-dynamic>
            <texture n= "5" >
                <type>cubemap</type>
                <images>
                    <positive-x>Aircraft/Generic/Effects/fgfs-sky2/1.png</positive-x>
                    <negative-x>Aircraft/Generic/Effects/fgfs-sky2/4.png</negative-x>
                    <positive-y>Aircraft/Generic/Effects/fgfs-sky2/2.png</positive-y>
                    <negative-y>Aircraft/Generic/Effects/fgfs-sky2/3.png</negative-y>
                    <positive-z>Aircraft/Generic/Effects/fgfs-sky2/6.png</positive-z>
                    <negative-z>Aircraft/Generic/Effects/fgfs-sky2/5.png</negative-z>
                </images>
            </texture>
            <ambient-correction type="float">0.2</ambient-correction>
            <rendering-hint>transparent</rendering-hint>
            <transparent>true</transparent>
            <render-bin>
                <bin-number>111</bin-number>
                <bin-name>DepthSortedBin</bin-name>
            </render-bin>
        </parameters>
        <technique n="7">
          <predicate>
            <and>
              <property>sim/rendering/rembrandt/enabled</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>
              <extension-supported>GL_EXT_gpu_shader4</extension-supported>
              <extension-supported>GL_ARB_texture_rg</extension-supported>
            </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>
            <render-bin>
              <bin-number>111</bin-number>
              <bin-name>DepthSortedBin</bin-name>
            </render-bin>
            <texture-unit>
              <active>
                <use>texture[0]/active</use>
              </active>
              <unit>0</unit>
              <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>
                -->
                  <environment>
                    <mode>modulate</mode>
                  </environment>
                </texture-unit>
                <!-- A two-sided lighting model is set by default near the root
                of the scene graph. Perhaps that ought to be set in this
                effect?
                  -->
                </pass>
              </technique>
</PropertyList>
