<?xml version="1.0" encoding="utf-8"?>
<scenedata>
	<material>
		<name>postion-based bump shader</name>
		<diffuse>
			<albedo>
				<constant>
					<rgb>
						<rgb>0.5 0.5 0.5</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</albedo>
			<displacement>
				<shader>
						<param>
							<int>
								<name>BasisType</name>
								<description>Noise Basis Type. 0 == Perlin, 1 = Ridged, 2 = Voronoi</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</max>
								<value>1</value>
							</real>
						</param>
						<param>
							<real>
								<name>Lacunarity</name>
								<description>Gap between successive frequencies</description>
								<min>0</min>
								<max>20</max>
								<value>2</value>
							</real>
						</param>
						<param>
							<real>
								<name>NumOctaves</name>
								<description>Max number of octaves of noise to mix in.</description>
								<min>0</min>
								<max>20</max>
								<value>8</value>
							</real>
						</param>
						<param>
							<real>
								<name>Freq</name>
								<description>Base Frequency</description>
								<min>0</min>
								<max>1000</max>
								<value>100</value>
							</real>
						</param>
						<param>
							<real>
								<name>Height</name>
								<description>Max height of the surface</description>
								<min>0</min>
								<max>0.1</max>
								<value>0.001</value>
							</real>
						</param>
						<shader><![CDATA[
  def eval() real :
    fbm(
      paramBasisType(),
      posOS() * paramFreq(), 
      paramH(),
      paramLacunarity(),
      paramNumOctaves() # Num octaves
    ) * paramHeight()
						]]></shader>
				</shader>
			</displacement>
		</diffuse>
	</material>
</scenedata>
