<?xml version="1.0" encoding="utf-8"?>
<scenedata>
	<material>
		<name>diffuse</name>
		<phong>
			<specular_reflectivity>
				<constant>
					<rgb>
						<rgb>0.8 0.8 0.8</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</specular_reflectivity>
			<exponent>
					<constant>1000</constant>
			</exponent>
			<normal_map>
				<shader>
						<shader><![CDATA[def eval(vec3 pos) vec3 :
              let
                exponent = 100.0
                scale = 1000.0
                u = gridNoise(vec2(65.0, 87.0) + getTexCoords(0) *scale)
                v = gridNoise(getTexCoords(0) * scale)
                phi = u * 2 * pi()
                cos_theta = pow(v, 1.0 / (exponent + 1.0))
                sintheta = sqrt(1 - cos_theta*cos_theta)
              in
                 vec3(cos(phi) * sintheta, sin(phi) * sintheta, cos_theta)
  ]]></shader>
				</shader>
			</normal_map>
			<layer>0</layer>
			<ior>1.5</ior>
			<nk_data></nk_data>
		</phong>
	</material>
	<material>
		<name>default</name>
		<coating>
			<absorption>
				<constant>
					<rgb>
						<rgb>24 16.885877775239997 8.810070954456</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</absorption>
			<thickness>
				<shader>
						<shader><![CDATA[def eval(vec3 pos) real :
	let
		scale = 1000.0
        r = gridNoise(vec2(45.0, 37.0) + getTexCoords(0) *scale)
	in
		r * 0.005
]]></shader>
				</shader>
			</thickness>
			<roughness>
					<constant>0.22499999999999998</constant>
			</roughness>
			<layer>0</layer>
			<fresnel_scale>
					<constant>1</constant>
			</fresnel_scale>
			<ior>1.5</ior>
			<interference>false</interference>
			<substrate_material_name>diffuse</substrate_material_name>
		</coating>
	</material>
</scenedata>
