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XΰoߡDQlnnnnn.R)BZ2\]]][[CնH$``E `.(êNe_DAIENDB`/tfѭ8Lwb"qV?܂dKu=*Checker Color Shaderm .;]kI 忞@.;]kI 忞@"SubObject*Encapsulated objects"h G" * M 觞 4W}@O{4W}@O{$ Owner4Owner of the Encapsulator$p 5OD.GWf55OD.GWf5Color_shaderColor shader zdU@AUʂ* d $>N6 O$>N6 OColor0nColor0 : RtFloat4 - The four component vector or color F 1+5?N>/^ m ?uaiC"k6?uaiC"k6Color1nColor1 : RtFloat4 - The four component vector or color F 1+5?N>/`M (XFҦV(XFҦV"LE2Data$LE2 Data for node >g'JNjn*p" +kCY5]BtO+kCY5]BtO FloatInput float6 $>N6 OSHGF2_V //Input parameter : Color RsInput_RtFloat4_Ex2(RVar_InColor, "DIFFUSECOLOR"); RVar_InColor DIFFUSECOLORRtFloat4Y //Input parameter : Color RsInput_RtFloat4_Ex2(RVar_InColor_c2, "DIFFUSECOLOR"); RVar_InColor_c2RVar_InColor_c2/Project/Space 3D/InputColorc2ef????ii5OD.GWf5+kCY5]BtO@(XFҦV>g'JNjn*pFDBb@a@`C??uaiC"k6SHGF2_V //Input parameter : Color RsInput_RtFloat4_Ex2(RVar_InColor, "DIFFUSECOLOR"); RVar_InColor DIFFUSECOLORRtFloat4Y //Input parameter : Color RsInput_RtFloat4_Ex2(RVar_InColor_c1, "DIFFUSECOLOR"); RVar_InColor_c1RVar_InColor_c1/Project/Space 3D/InputColor, 1c1kq(>(>(>?i@[܍ D U9"YMڿ$Zߦ_ShaderColorh 5OD.GWf5Pp C/-~CxrEtC/-~CxrE Color$Input color brick F 1+5?N>/h h 4W}@O{$%%u5E b%%u5E bLE2Data$LE2 Data for node >g'JNjn*p-1OSM n-1OSM n"LayoutLayout 럆L<_ї"(XFҦVLE2Data, 1#%%u5E b>g'JNjn*pF@D`@P@?5OD.GWf54W}@O{C/-~CxrE(XFҦV>g'JNjn*pF`Db@@T@?-1OSM n 럆L<_ї0z€ L&  ݬ InputFloat6 +kCY5]BtOp 8 8 uM@n;LATuM@n;LAFloatBrickFloat brick F 1+5?N>/`|  \/3Kf͈,t\/3Kf͈,oFloatOutput float GqiFE0IN tGqiFE0IN Input usageVThe usage specification for this parameter 8 G" 4W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1#GqiFE0IN %%u5E b>g'JNjn*pF@ Dk`@T@?+kCY5]BtO@4W}@O{(XFҦV>g'JNjn*pFD b@@T@?uM@n;LA\/3Kf͈,?-1OSM n 럆L<_ї0/|V FK|ShaderInput?ڵfA'7(?ڵfA'7(EyePos8Eye position in world space F 1+5?N>/%dLrQn0%dLrQn0EyeDirNormalized eye vector in world space. Note that this is vector pointing from surface to the eye F 1+5?N>/piDM7piDM7EyeDistNDistance from current point to the eye F 1+5?N>/^@A툷^@A툷PositionNShading point position in world space. F 1+5?N>/ p1M@o=p1M@o=TexCoords3D texture coordinates for given surface point. Any undefined channel (u, v or w) is replaced with 0. Initialized to interpolated vertex texture coords. Replaced by output of TextCoord shader. F 1+5?N>/ }E[2CV)}E[2CV) ColornColor specified by color shader. RGB portion is used to specify color (and is not limited to range 0-1). Initialized to interpolated vertex color. Replaced by output of Color shader. F 1+5?N>/`MOWIB"ѥ`MOWIB"ѥNormalNormalized normal of the surface for given pixel. Normal vector is expected to be in world space. Initialized with denormalized interpolated vertex normal. Replaced by output of Normal shader. F 1+5?N>/HtO{/(HtO{/(TangentNormalized tangent of the surface for given pixel. Tangent vector is expected to be in world space. Initialized with denormalized interpolated vertex tangent. Replaced by output of Normal shader. F 1+5?N>/ qQ@Rj qQ@Rj AlphaZTransparency specified for given pixel. Value should be specified in range 0...1 (full transparency ... fully opaque). Initialized to 1. Replaced by output of Alpha shader. F 1+5?N>/ҥY@e&ҥY@e&LightDirNormalized light direction vector for given pixel. Light vector is expected to be in world space. Note that this is vector pointing from surface to the light. Initialized in the Vertex light shader. Replaced by output of Light shader. F 1+5?N>/B_;OKFJ*rB_;OKFJ*rLightDistDistance of the current point to the light. Initialized in the Vertex light shader. Replaced by output of Light shader. F 1+5?N>/HRSEpFCHRSEpFCLightColorLight color for given pixel. Replaced by output of Light shader. F 1+5?N>/~__um1CR¬5~__um1CR¬5TangentToWorldTransformation matrix from tangent space to world space for vectors. F 1+5?N>/ٻzEuSٻzEuSWorldToObjectnTransformation matrix from world space to object space F 1+5?N>/SaI7֏bSaI7֏bObjectToWorldTransformation matrix from object space to world space. Note that this is inverse matrix to WorldToObject. F 1+5?N>/* 4W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1#y"WMB]y"WMB]*ObjectToWorld_NormalA 3x3 Transformation matrix for normal and tangent vectors from object space to world space. F 1+5?N>/)5FYP)5FYPObjectToClipPerspective transformation matrix from object space to screen space. F 1+5?N>/x*yIx*yIWorldToClipPerspective transformation matrix from world space to screen space. F 1+5?N>/#h"mO('#h"mO('TexCoords2`A secondary set of texture coordinates for given surface point. Any undefined channel (u, v or w) is replaced with 0. Initialized to interpolated second vertex texture coords. F 1+5?N>/B_;OKFJ*rڳVܯ]FՃ尲+%tsxi_GetInputLightDistRtFloat^@A툷ڳVܯ]FՃ尲+%tsxi_GetInputPositionRtFloat4p1M@o=ڳVܯ]FՃ尲,&tsxi_GetInputTexCoordsRtFloat3 qQ@RjڳVܯ]FՃ尲'!tsxi_GetInputAlphaRtFloatHRSEpFCڳVܯ]FՃ尲-'tsxi_GetInputLightColorRtFloat4%%u5E b>g'JNjn*pFC`@@@?)5FYPڳVܯ]FՃ尲1+tsxi_GetInputObjectToClip RtFloat4x4ٻzEuSڳVܯ]FՃ尲2,tsxi_GetInputWorldToObject RtFloat4x4~__um1CR¬5ڳVܯ]FՃ尲3-tsxi_GetInputTangentToWorld RtFloat3x3SaI7֏bڳVܯ]FՃ尲2,tsxi_GetInputObjectToWorld RtFloat4x44W}@O{(XFҦV>g'JNjn*pFDb@t@?x*yIڳVܯ]FՃ尲0*tsxi_GetInputWorldToClip RtFloat4x4?ڵfA'7(ڳVܯ]FՃ尲)#tsxi_GetInputEyePosRtFloat4`MOWIB"ѥڳVܯ]FՃ尲)#tsxi_GetInputNormalRtFloat3ҥY@e&ڳVܯ]FՃ尲+%tsxi_GetInputLightDirRtFloat3#h"mO('ڳVܯ]FՃ尲-'tsxi_GetInputTexCoords2RtFloat3%dLrQn0ڳVܯ]FՃ尲)#tsxi_GetInputEyeDirRtFloat3y"WMB]ڳVܯ]FՃ尲93!tsxi_GetInputObjectToWorld_Normal RtFloat3x3}E[2CV)ڳVܯ]FՃ尲("tsxi_GetInputColorRtFloat4HtO{/(ڳVܯ]FՃ尲*$tsxi_GetInputTangentRtFloat3-1OSM n 럆L<_ї0piDM7ڳVܯ]FՃ尲)#tsxi_GetInputEyeDistRtFloatx^tHM[fchecker2D .;]kI 忞@"M 4W}@O{$ceZU@䑧rceZU@䑧r$_scriptData*Internal Script data [җJs@ $(XFҦV" $%T@'t$%T@'TexCoordsdTexCoords : RtFloat3 - The three component vector F 1+5?N>/' `| X -LvxLw)tX -LvxLw)frequencydfrequency : RtFloat - Scalar floating point value F 1+5?N>/' ^ $>N6 Op' `M ?uaiC"k6p' ' ԠNl?uTԠNl?uFinalColorvFinalColor : RtFloat4 - The four component vector or color F 1+5?N>/ $>N6 OceZU@䑧r[җJs@ |NewFunction> void NewFunction(in RtFloat3 TexCoords, in RtFloat frequency, in RtFloat4 Color0, in RtFloat4 Color1, out RtFloat4 FinalColor) { // put function code here // if freq=1 coords values are 0 to 1 in uv(xy) 0%2=0 1%2=1 RtFloat3 vCoords = TexCoords * frequency; vCoords = vCoords % 2; FinalColor = Color1; if((vCoords.x <=1 && vCoords.y<=1) || (vCoords.x>=1 && vCoords.y>=1)) FinalColor = Color0; } >D3D View Package/HLSL language~൱DŐ #^cRtFloat3TexCoords$%T@'RtFloatfrequencyX -LvxLw)RtFloat4Color0$>N6 ORtFloat4Color1?uaiC"k6RtFloat4FinalColorԠNl?uX -LvxLw)$%T@'(XFҦV>g'JNjn*pF`D,Bb@@\@?ԠNl?u?uaiC"k68ʯȥJH|o7 gH]kDwPx;`d8pM*#ͺO $/tfѭ8Lwb"qV?j[