<?xml version="1.0" encoding="utf-8"?>
<scenedata>
	<material>
		<name>flakesGold</name>
		<phong>
			<specular_reflectivity>
				<constant>
					<rgb>
						<rgb>0.8 0.56 0</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</specular_reflectivity>
			<exponent>
					<constant>100000</constant>
			</exponent>
			<normal_map>
				<shader>
						<shader><![CDATA[def eval(vec3 pos) vec3 :
              let
                scale = 10000.0
                alpha2 = 0.04 # Roughness
                tex = getTexCoords(0) * scale
                u = gridNoise(tex.x + 7.0, tex.y + 124.0, pos.x * 1000, 43.0)
                v = gridNoise(tex.x + 13.0, tex.y + 175.0, pos.y * 1000.0, pos.z * 1000.0)
                phi = u * 2 * pi()
                cos_theta = sqrt(-(v - 1) / ((alpha2 - 1)*v + 1))
                sin_theta = sqrt(1 - cos_theta*cos_theta)
              in
                 vec3(cos(phi) * sin_theta, sin(phi) * sin_theta, cos_theta)
  ]]></shader>
				</shader>
			</normal_map>
			<fresnel_scale>
					<constant>1</constant>
			</fresnel_scale>
			<ior>1.5</ior>
		</phong>
	</material>
	<material>
		<name>baseGold</name>
		<phong>
			<specular_reflectivity>
				<constant>
					<rgb>
						<rgb>0.149996185245 0.149996185245 0.149996185245</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</specular_reflectivity>
			<exponent>
					<constant>60</constant>
			</exponent>
			<fresnel_scale>
					<constant>1</constant>
			</fresnel_scale>
			<ior>1.5</ior>
		</phong>
	</material>
	<material>
		<name>Flake coating Gold</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 :

      0.000004

]]></shader>
				</shader>
			</thickness>
			<roughness>
					<constant>0.1</constant>
			</roughness>
			<normal_map>
				<shader>
						<shader><![CDATA[def eval(vec3 pos) vec3 :
              let
                scale = 10000.0
                alpha2 = 0.04 # Roughness
                tex = getTexCoords(0) * scale
                u = gridNoise(tex.x + 7.0, tex.y + 124.0, pos.x * 1000, 43.0)
                v = gridNoise(tex.x + 13.0, tex.y + 175.0, pos.y * 1000.0, pos.z * 1000.0)
                phi = u * 2 * pi()
                cos_theta = sqrt(-(v - 1) / ((alpha2 - 1)*v + 1))
                sin_theta = sqrt(1 - cos_theta*cos_theta)
              in
                 vec3(cos(phi) * sin_theta, sin(phi) * sin_theta, cos_theta)
  ]]></shader>
				</shader>
			</normal_map>
			<fresnel_scale>
					<constant>1</constant>
			</fresnel_scale>
			<ior>2</ior>
			<interference>true</interference>
			<substrate_material_name>flakesGold</substrate_material_name>
		</coating>
	</material>
	<material>
		<name>speckled car paint substrate Gold</name>
		<blend>
			<a_name>baseGold</a_name>
			<b_name>Flake coating Gold</b_name>
			<blend>
				<shader>
						<shader><![CDATA[
  def eval() real :
    let
		  scale = 10000.0
      r = gridNoise(getTexCoords(0) * scale)
    in
      if r > 0.7 then 1.0 else 0.0
						  ]]></shader>
				</shader>
			</blend>
			<step_blend>true</step_blend>
		</blend>
	</material>
	<material>
		<name>baseMid</name>
		<phong>
			<specular_reflectivity>
				<constant>
					<rgb>
						<rgb>0.9 0.9 0.9</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</specular_reflectivity>
			<exponent>
					<constant>60</constant>
			</exponent>
			<fresnel_scale>
					<constant>1</constant>
			</fresnel_scale>
			<ior>1.5</ior>
		</phong>
	</material>
	<material>
		<name>flakesMid</name>
		<phong>
			<specular_reflectivity>
				<constant>
					<rgb>
						<rgb>0.9 0.9 0.9</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</specular_reflectivity>
			<exponent>
					<constant>100000</constant>
			</exponent>
			<normal_map>
				<shader>
						<shader><![CDATA[def eval(vec3 pos) vec3 :
              let
                scale = 20000.0
                alpha2 = 0.007 # Roughness
                tex = getTexCoords(0) * scale
                u = gridNoise(tex.x + 7.0, tex.y + 124.0, pos.x * 1000, 43.0)
                v = gridNoise(tex.x + 13.0, tex.y + 175.0, pos.y * 1000.0, pos.z * 1000.0)
                phi = u * 2 * pi()
                cos_theta = sqrt(-(v - 1) / ((alpha2 - 1)*v + 1))
                sin_theta = sqrt(1 - cos_theta*cos_theta)
              in
                 vec3(cos(phi) * sin_theta, sin(phi) * sin_theta, cos_theta)
  ]]></shader>
				</shader>
			</normal_map>
			<fresnel_scale>
					<constant>1</constant>
			</fresnel_scale>
			<ior>1.5</ior>
		</phong>
	</material>
	<material>
		<name>speckled car paint substrate Mid</name>
		<blend>
			<a_name>baseMid</a_name>
			<b_name>flakesMid</b_name>
			<blend>
				<constant>
					0.5
				</constant>
			</blend>
			<step_blend>false</step_blend>
		</blend>
	</material>
	<material>
		<name>pearlescent car paint Gold</name>
		<coating>
			<absorption>
				<constant>
					<rgb>
						<rgb>8.086793316552 8.160036621648 7.7469443808720015</rgb>
						<gamma>2.2</gamma>
					</rgb>
				</constant>
			</absorption>
			<thickness>
				<shader>
						<shader><![CDATA[def eval(vec3 pos) real :
  let
    scale = 10000.0
    r = gridNoise(getTexCoords(0) * scale)
	in
    if r > 0.7
    then
      r * 0.001  # Flake
    else
      0.002 # Base]]></shader>
				</shader>
			</thickness>
			<roughness>
					<constant>0.22499999999999998</constant>
			</roughness>
			<fresnel_scale>
					<constant>1</constant>
			</fresnel_scale>
			<ior>1.5</ior>
			<interference>false</interference>
			<substrate_material_name>speckled car paint substrate Gold</substrate_material_name>
		</coating>
	</material>
	<material>
		<name>speckled car paint Mid</name>
		<coating>
			<absorption>
				<constant>
					<regular_tabulated>
						<start_wavelength>4e-7</start_wavelength>
						<end_wavelength>7e-7</end_wavelength>
						<num_values>8</num_values>
						<values>13352.083333333334 1669.125 794.8214285714286 4530.482142857143 4451 1589.642857142857 1033.267857142857 12832.404761904761 </values>
					</regular_tabulated>
				</constant>
			</absorption>
			<thickness>
				<shader>
						<shader><![CDATA[def eval(vec3 pos) real :
  let
    scale = 10000.0
    r = gridNoise(getTexCoords(0) * scale)
	in
    if r > 0.7
    then
      r * 0.001  # Flake
    else
      0.002 # Base

]]></shader>
				</shader>
			</thickness>
			<roughness>
					<constant>0.05</constant>
			</roughness>
			<fresnel_scale>
					<constant>1</constant>
			</fresnel_scale>
			<ior>1.6</ior>
			<interference>false</interference>
			<substrate_material_name>speckled car paint substrate Mid</substrate_material_name>
		</coating>
	</material>
	<material>
		<name>Midnight Indigo flipflop Caesium Yellow</name>
		<blend>
		<shared_shader_info>
				<param>
					<real>
						<name>BlendPower</name>
						<description></description>
						<min>0</min>
						<max>10</max>
						<value>0.03</value>
					</real>
				</param>
				<shader><![CDATA[]]></shader>
		</shared_shader_info>
			<a_name>pearlescent car paint Gold</a_name>
			<b_name>speckled car paint Mid</b_name>
			<blend>
				<shader>
						<param>
							<real>
								<name>Mat1</name>
								<description></description>
								<min>0</min>
								<max>10</max>
								<value>0.9</value>
							</real>
						</param>
						<param>
							<real>
								<name>Mat2</name>
								<description></description>
								<min>0</min>
								<max>10</max>
								<value>0.2</value>
							</real>
						</param>
						<shader><![CDATA[def eval() float :
	
	let
		paramMat1 = paramMat1()
		paramMat2 = paramMat2()
		m = maxCosTheta()
	
	in

   	lerp(
      paramMat1, paramMat2,
      pow(m, paramBlendPower())
    )]]></shader>
				</shader>
			</blend>
			<step_blend>false</step_blend>
		</blend>
	</material>
</scenedata>
