<?xml version="1.0" encoding="utf-8"?>
<scenedata>
	<material>
		<name>displacement</name>
		<phong>
		<shared_shader_info>
				<param>
					<real>
						<name>R1</name>
						<description></description>
						<min>0</min>
						<max>0.75</max>
						<value>0.005</value>
					</real>
				</param>
				<param>
					<real>
						<name>R2</name>
						<description></description>
						<min>0</min>
						<max>0.75</max>
						<value>0.005</value>
					</real>
				</param>
				<shader><![CDATA[]]></shader>
		</shared_shader_info>
			<diffuse_albedo>
				<shader>
						<param>
							<colour3>
								<name>C1</name>
								<description></description>
								<value>0.1904628723859787 0.1701383739709854 0.1332085132598877</value>
							</colour3>
						</param>
						<param>
							<colour3>
								<name>C2</name>
								<description></description>
								<value>0.5795466303825378 0.5859729647636414 0.5113978385925293</value>
							</colour3>
						</param>
						<shader><![CDATA[def Vec3ToReal(vec3 v) real : ((doti(v) + dotj(v) + dotk(v)) / 3.0)
def mulCompVec2(vec2 a, vec2 b) vec2 : vec2(doti(a) * doti(b), dotj(a) * dotj(b))
def mulCompVec3(vec3 a, vec3 b) vec3 : vec3(doti(a) * doti(b), dotj(a) * dotj(b), dotk(a) * dotk(b))
def eval(vec3 pos) vec3: (lerp(paramC1(), paramC2(), fbm01(mulCompVec2(getTexCoords(0) * 50.0, vec2(paramR1(), paramR2())),8)) * 1.00000)]]></shader>
				</shader>
			</diffuse_albedo>
			<roughness>
				<shader>
						<shader><![CDATA[def Vec3ToReal(vec3 v) real : ((doti(v) + dotj(v) + dotk(v)) / 3.0)
def mulCompVec2(vec2 a, vec2 b) vec2 : vec2(doti(a) * doti(b), dotj(a) * dotj(b))
def mulCompVec3(vec3 a, vec3 b) vec3 : vec3(doti(a) * doti(b), dotj(a) * dotj(b), dotk(a) * dotk(b))
def eval(vec3 pos) real: (Vec3ToReal(lerp(vec3(1.00000, 1.00000, 1.00000), vec3(0.00000, 0.00000, 0.00000), fbm01(mulCompVec2(getTexCoords(0) * 5.50, vec2(1.00000, 1.00000)),8))) * 1.00000)]]></shader>
				</shader>
			</roughness>
			<bump>
				<shader>
						<param>
							<real>
								<name>B1</name>
								<description></description>
								<min>0</min>
								<max>0.5</max>
								<value>0.05</value>
							</real>
						</param>
						<shader><![CDATA[def Vec3ToReal(vec3 v) real : ((doti(v) + dotj(v) + dotk(v)) / 3.0)
def mulCompVec2(vec2 a, vec2 b) vec2 : vec2(doti(a) * doti(b), dotj(a) * dotj(b))
def mulCompVec3(vec3 a, vec3 b) vec3 : vec3(doti(a) * doti(b), dotj(a) * dotj(b), dotk(a) * dotk(b))
def eval() real: (Vec3ToReal(lerp(vec3(1.00000, 1.00000, 1.00000), vec3(0.00000, 0.00000, 0.00000), fbm01(mulCompVec2(getTexCoords(0) * 100.0, vec2(paramR1(), paramR2())),8))) * paramB1())]]></shader>
				</shader>
			</bump>
			<fresnel_scale>
					<constant>1</constant>
			</fresnel_scale>
			<ior>1.1408450704225352</ior>
		</phong>
	</material>
</scenedata>
