<?xml version="1.0" encoding="utf-8"?>
<scenedata>
	<material>
		<name>canyons_green</name>
		<phong>
		<shared_shader_info>
				<param>
					<real>
						<name>Scale</name>
						<description>Scale</description>
						<min>0</min>
						<max>10</max>
						<value>1</value>
					</real>
				</param>
				<param>
					<real>
						<name>Height</name>
						<description>Height</description>
						<min>0</min>
						<max>300</max>
						<value>135</value>
					</real>
				</param>
				<param>
					<real>
						<name>OffsetU</name>
						<description>OffsetU</description>
						<min>-500</min>
						<max>500</max>
						<value>30</value>
					</real>
				</param>
				<param>
					<real>
						<name>OffsetV</name>
						<description>OffsetV</description>
						<min>-500</min>
						<max>500</max>
						<value>-310</value>
					</real>
				</param>
				<param>
					<real>
						<name>WindU</name>
						<description>WindU</description>
						<min>-1</min>
						<max>1</max>
						<value>-1</value>
					</real>
				</param>
				<param>
					<real>
						<name>WindV</name>
						<description>WindV</description>
						<min>-1</min>
						<max>1</max>
						<value>-0.53</value>
					</real>
				</param>
				<param>
					<real>
						<name>Character</name>
						<description>Character</description>
						<min>-1</min>
						<max>1</max>
						<value>0.5</value>
					</real>
				</param>
				<shader><![CDATA[]]></shader>
		</shared_shader_info>
			<diffuse_albedo>
				<shader>
						<param>
							<colour3>
								<name>Col1</name>
								<description></description>
								<value>0.33922332525253296 0.3203815519809723 0.2715774178504944</value>
							</colour3>
						</param>
						<param>
							<colour3>
								<name>Col2</name>
								<description></description>
								<value>0.014310519210994244 0.13609854876995087 0.010397802107036114</value>
							</colour3>
						</param>
						<param>
							<int>
								<name>Clip</name>
								<description></description>
								<min>0</min>
								<max>1</max>
								<value>1</value>
							</int>
						</param>
						<param>
							<real>
								<name>threshold</name>
								<description></description>
								<min>0</min>
								<max>1</max>
								<value>0.605</value>
							</real>
						</param>
						<param>
							<real>
								<name>slope</name>
								<description></description>
								<min>0</min>
								<max>4</max>
								<value>1</value>
							</real>
						</param>
						<shader><![CDATA[def eval(vec3 pos) vec3 :

let
	a = normalWS().z
	c = abs(fbm(pos * 10.0, 3)) * 0.125 + paramthreshold()
	b = pow(a, paramslope())

in

if(	paramClip()==1,

#		if(b>paramthreshold(), paramCol2(), paramCol1()),	
		if(b>c, paramCol2(), paramCol1()),	

		lerp(
			paramCol1() * fbm01(pos * 2.5, 3),
			paramCol2() * fbm01(pos * 5.0, 5),
			b
		)
)
]]></shader>
				</shader>
			</diffuse_albedo>
			<exponent>
					<constant>80</constant>
			</exponent>
			<bump>
				<shader>
						<shader><![CDATA[
def addvec2(vec2 v1, vec2 v2) vec2:
vec2(v1.x+v2.x, v1.y+v2.y)

def eval() real:

let
	noiz = fbm(addvec2( tex(), vec2(paramOffsetU(), paramOffsetV())) * paramScale(),
 23) + paramCharacter()
	b = fbm(vec2(noiz, noiz), 23)

in
 b * paramHeight() * 0.1
	
					]]></shader>
				</shader>
			</bump>
			<displacement>
				<shader>
						<shader><![CDATA[
def addvec2(vec2 v1, vec2 v2) vec2:
vec2(v1.x+v2.x, v1.y+v2.y)

def eval() real:

let
	noiz = fbm(addvec2( tex(), vec2(paramOffsetU(), paramOffsetV())) * paramScale(),
 23) + paramCharacter()
	b = fbm(vec2(noiz, noiz), 23)

in
 b * paramHeight()
	
					]]></shader>
				</shader>
			</displacement>
			<fresnel_scale>
					<constant>1</constant>
			</fresnel_scale>
			<layer>0</layer>
			<ior>1.05</ior>
			<nk_data></nk_data>
		</phong>
	</material>
</scenedata>
