<?xml version="1.0" encoding="utf-8"?>
<scenedata>
	<material>
		<uid>1175</uid>
		<name>phong</name>
		<phong>
			<specular_reflectivity>
				<constant>
					<uniform>
						<value>0.6</value>
					</uniform>
				</constant>
			</specular_reflectivity>
			<exponent>
					<constant>20</constant>
			</exponent>
			<layer>0</layer>
			<ior>1.5</ior>
			<nk_data></nk_data>
		</phong>
	</material>
	<material>
		<uid>8</uid>
		<name>Jammy_Coating</name>
		<coating>
			<absorption>
				<constant>
					<rgb>
						<rgb>20 64.80000000000001 50.4</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</absorption>
			<thickness>
				<shader>
						<param>
							<real>
								<name>Thickness</name>
								<description>The ideal thickness of the coating, in millimeters.</description>
								<min>-0</min>
								<max>2.5</max>
								<value>0.15</value>
							</real>
						</param>
						<param>
							<real>
								<name>DryingSpeed</name>
								<description>Relative drying speed.</description>
								<min>-0</min>
								<max>1</max>
								<value>0.56</value>
							</real>
						</param>
						<param>
							<real>
								<name>NoiseFrequency</name>
								<description></description>
								<min>-0</min>
								<max>512</max>
								<value>148.48</value>
							</real>
						</param>
						<param>
							<real>
								<name>NoiseAmount</name>
								<description></description>
								<min>-0</min>
								<max>1</max>
								<value>0.3</value>
							</real>
						</param>
						<param>
							<real>
								<name>Tension</name>
								<description></description>
								<min>-0</min>
								<max>10</max>
								<value>8.5</value>
							</real>
						</param>
						<shader><![CDATA[def eval(vec3 pos) real :

let
	dryingSpeed = paramDryingSpeed()
	dotKay = dot
			(
				vec3(0.0, 0.0, 1.0),
				normalWS()
			) * 0.5 + 0.5
	someNoise = fbm(vec3(pos.x, pos.y, pos.z * 0.01) * paramNoiseFrequency() * dotKay, 8) * 0.5 + 0.5

in
	pow
	(
		1.0 + dryingSpeed - dotKay + someNoise * paramNoiseAmount(),
		(1.5 - dryingSpeed) * paramTension()
	)
	* paramThickness()  * 0.001

]]></shader>
				</shader>
			</thickness>
			<exponent>
					<constant>10000</constant>
			</exponent>
			<layer>0</layer>
			<fresnel_scale>
					<constant>1</constant>
			</fresnel_scale>
			<ior>1.5</ior>
			<interference>true</interference>
			<substrate_material_uid>1175</substrate_material_uid>
		</coating>
	</material>
</scenedata>
