The extra element may appear any number of times. | 
                           

| QName | Type | Fixed | Default | Use | Inheritable | Annotation | |
|---|---|---|---|---|---|---|---|
| id | xs:ID | optional | 
                                    
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| name | xs:token | optional | 
                                    
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| type | xs:NMTOKEN | optional | 
                                    
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<xs:element name="extra" type="extra_type" minOccurs="0" maxOccurs="unbounded"> <xs:annotation> <xs:documentation>The extra element may appear any number of times.</xs:documentation> </xs:annotation> </xs:element>  | 
                           
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                                     < effect xmlns = "http://www.collada.org/2008/03/COLLADASchema" id = "Textured_Bump_E0_MP_FX" >  | 
                              
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                                     [...]  | 
                              
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                                     < profile_GLSL>  | 
                              
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                                     uniform vec3 fvLightPosition; uniform vec3 fvEyePosition; varying vec2 Texcoord; varying vec3 ViewDirection; varying vec3 LightDirection; attribute vec3 rm_Binormal; attribute vec3 rm_Tangent; void main( void ) { gl_Position = ftransform(); Texcoord = gl_MultiTexCoord0.xy; vec4 fvObjectPosition = gl_ModelViewMatrix * gl_Vertex; vec3 fvViewDirection = fvEyePosition - fvObjectPosition.xyz; vec3 fvLightDirection = fvLightPosition - fvObjectPosition.xyz; vec3 fvNormal = gl_NormalMatrix * gl_Normal; vec3 fvBinormal = gl_NormalMatrix * rm_Binormal; vec3 fvTangent = gl_NormalMatrix * rm_Tangent; ViewDirection.x = dot( fvTangent, fvViewDirection ); ViewDirection.y = dot( fvBinormal, fvViewDirection ); ViewDirection.z = dot( fvNormal, fvViewDirection ); LightDirection.x = dot( fvTangent, fvLightDirection.xyz ); LightDirection.y = dot( fvBinormal, fvLightDirection.xyz ); LightDirection.z = dot( fvNormal, fvLightDirection.xyz ); }  | 
                              
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                                     </ code>  | 
                              
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                                     uniform vec4 fvAmbient; uniform vec4 fvSpecular; uniform vec4 fvDiffuse; uniform float fSpecularPower; uniform sampler2D baseMap; uniform sampler2D bumpMap; varying vec2 Texcoord; varying vec3 ViewDirection; varying vec3 LightDirection; void main( void ) { vec3 fvLightDirection = normalize( LightDirection ); vec3 fvNormal = normalize( ( texture2D( bumpMap, Texcoord ).xyz * 2.0 ) - 1.0 ); float fNDotL = dot( fvNormal, fvLightDirection ); vec3 fvReflection = normalize( ( ( 2.0 * fvNormal ) * fNDotL ) - fvLightDirection ); vec3 fvViewDirection = normalize( ViewDirection ); float fRDotV = max( 0.0, dot( fvReflection, fvViewDirection ) ); vec4 fvBaseColor = texture2D( baseMap, Texcoord ); vec4 fvTotalAmbient = fvAmbient * fvBaseColor; vec4 fvTotalDiffuse = fvDiffuse * fNDotL * fvBaseColor; vec4 fvTotalSpecular = fvSpecular * ( pow( fRDotV, fSpecularPower ) ); gl_FragColor = ( fvTotalAmbient + fvTotalDiffuse + fvTotalSpecular ); }  | 
                              
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                                     </ code>  | 
                              
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                                     < float>  | 
                              
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                                     25  | 
                              
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                                     </ float>  | 
                              
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                                     </ newparam>  | 
                              
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                                     < float4>  | 
                              
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                                     0.368627 0.368421 0.368421 1  | 
                              
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                                     </ float4>  | 
                              
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                                     </ newparam>  | 
                              
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                                     < float4>  | 
                              
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                                     0.886275 0.885003 0.885003 1  | 
                              
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                                     </ float4>  | 
                              
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                                     </ newparam>  | 
                              
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                                     < float3>  | 
                              
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                                     0 0 100  | 
                              
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                                     </ float3>  | 
                              
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                                     </ newparam>  | 
                              
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                                     < float3>  | 
                              
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                                     -100 100 100  | 
                              
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                                     </ float3>  | 
                              
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                                     </ newparam>  | 
                              
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                                     < float4>  | 
                              
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                                     0.490196 0.488722 0.488722 1  | 
                              
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                                     </ float4>  | 
                              
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                                     </ newparam>  | 
                              
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                                     < sampler2D>  | 
                              
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                                     < minfilter>  | 
                              
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                                     LINEAR  | 
                              
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                                     </ minfilter>  | 
                              
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                                     < magfilter>  | 
                              
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                                     LINEAR  | 
                              
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                                     </ magfilter>  | 
                              
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                                     < mipfilter>  | 
                              
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                                     LINEAR  | 
                              
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                                     </ mipfilter>  | 
                              
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                                     </ sampler2D>  | 
                              
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                                     </ newparam>  | 
                              
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                                     < sampler2D>  | 
                              
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                                     < minfilter>  | 
                              
| 
                                     LINEAR  | 
                              
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                                     </ minfilter>  | 
                              
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                                     < magfilter>  | 
                              
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                                     LINEAR  | 
                              
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                                     </ magfilter>  | 
                              
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                                     < mipfilter>  | 
                              
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                                     LINEAR  | 
                              
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                                     </ mipfilter>  | 
                              
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                                     </ sampler2D>  | 
                              
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                                     </ newparam>  | 
                              
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                                     < pass sid = "Pass_0" >  | 
                              
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                                     < program>  | 
                              
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                                     < sources>  | 
                              
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                                     </ sources>  | 
                              
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                                     </ shader>  | 
                              
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                                     < sources>  | 
                              
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                                     </ sources>  | 
                              
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                                     </ shader>  | 
                              
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                                     </ bind_uniform>  | 
                              
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                                     </ bind_uniform>  | 
                              
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                                     </ bind_uniform>  | 
                              
| 
                                     </ bind_uniform>  | 
                              
| 
                                     </ bind_uniform>  | 
                              
| 
                                     </ bind_uniform>  | 
                              
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                                     </ bind_uniform>  | 
                              
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                                     </ bind_uniform>  | 
                              
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                                     </ program>  | 
                              
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                                     </ pass>  | 
                              
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                                     </ technique>  | 
                              
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                                     </ profile_GLSL>  | 
                              
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                                     < extra>  | 
                              
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                                     < param type = "float" >  | 
                              
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                                     120.000000  | 
                              
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                                     </ param>  | 
                              
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                                     </ technique>  | 
                              
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                                     </ extra>  | 
                              
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                                     </ effect>  |