<?xml version="1.0" encoding="utf-8"?>

<scene>

	<camera>
		<pos>0 -10 7</pos>
		<up>0 0 1</up>
		<forwards>0 1 -0.5</forwards>

		<aperture_radius>0.0001</aperture_radius>
		<focus_distance>3.0</focus_distance>
		<aspect_ratio>1.0</aspect_ratio>
		<sensor_width>0.036</sensor_width>
		<lens_sensor_dist>0.02</lens_sensor_dist>
		<white_balance>E</white_balance>
	</camera>

	<renderer_settings>
		<width>800</width>
		<height>800</height>
	</renderer_settings>


	
	<tonemapping>
		<linear>
			<scale>15</scale>
		</linear>
	</tonemapping>
	
	<rectanglelight>
		<pos>16 0 16</pos>
		<width>2</width>
		<height>2</height>

		<spectrum>
			<blackbody>
				<temperature>6400</temperature>
				<gain>0.001</gain>
			</blackbody>
		</spectrum>
	</rectanglelight>


	<background>
		<spectrum>
			<uniform>
				<value>10000000</value>
			</uniform>
		</spectrum>
	</background>


	<material>
		<name>mat</name>

		<diffuse>
      <albedo>
        <shader>
          <shader>

            <![CDATA[
    def eval(vec3 pos) vec3 :
      vec3(z(posOS()) * 0.2, 0.2, 0.2)
						  ]]>
          </shader>
        </shader>
      </albedo>

			<random_triangle_colours>false</random_triangle_colours>
      
      <displacement>
        <shader>

         

          <param>
            <int>
              <name>BasisType</name>
              <description>Noise Basis Type. 0 == Perlin, 1 = Ridged</description>
              <min>0</min>
              <max>2</max>
              <value>0</value>
            </int>
          </param>

          <param>
            <real>
              <name>H</name>
              <description>Determines fractal dimension</description>
              <min>0</min>
              <max>10.0</max>
              <value>1.0</value>
            </real>
          </param>

          <param>
            <real>
              <name>Lacunarity</name>
              <description>Gap between successive frequencies</description>
              <min>0</min>
              <max>20.0</max>
              <value>2.0</value>
            </real>
          </param>

          <param>
            <real>
              <name>NumOctaves</name>
              <description>Max number of octaves of noise to mix in.</description>
              <min>0</min>
              <max>20.0</max>
              <value>8.0</value>
            </real>
          </param>

          <param>
            <real>
              <name>Freq</name>
              <description>Base Frequency</description>
              <min>0</min>
              <max>4.0</max>
              <value>0.4</value>
            </real>
          </param>
          
          <param>
            <real>
              <name>Height</name>
              <description>Max height of the surface</description>
              <min>0</min>
              <max>10.0</max>
              <value>2.0</value>
            </real>
          </param>
          
          <shader>

						<![CDATA[
  def eval() real :
    fbm(
      paramBasisType(),
      posOS() * paramFreq(), 
      paramH(),
      paramLacunarity(),
      paramNumOctaves() # Num octaves
    ) * paramHeight()
						]]>
					</shader>
				</shader>
			</displacement>

		</diffuse>
	</material>


  <mesh>
    <name>quad</name>
    <normal_smoothing>false</normal_smoothing>

    <max_num_subdivisions>9</max_num_subdivisions>
    <subdivision_smoothing>false</subdivision_smoothing>
    <!--subdivide_pixel_threshold>0.0</subdivide_pixel_threshold>
    <subdivide_curvature_threshold>-1.0</subdivide_curvature_threshold>
    
    <view_dependent_subdivision>false</view_dependent_subdivision>-->



    <embedded_2>
      <expose_uv_set>
        <index>0</index>
        <name>default</name>
      </expose_uv_set>

      <used_material_name>mat</used_material_name>

      <v p="-10 -5 0" n="0 0 1"/>
      <v p="10 -5 0" n="0 0 1"/>
      <v p="10 5 0" n="0 0 1"/>
      <v p="-10 5 0" n="0 0 1"/>

      <uvs uv0="0 0" />
      <uvs uv0="1 0" />
      <uvs uv0="1 1" />
      <uvs uv0="0 1" />

      <q v="0 1 2 3" uv="0 1 2 3" m="0"/>

    </embedded_2>
  </mesh>



  <model>
		<pos>0 0 1</pos>
		<scale>1</scale>
		<mesh_name>quad</mesh_name>
	</model>
</scene>	
	
	
	
	
	
	