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VWWI,_ֱ5z݁J["G<0ƒ$B!M8xPxj ( @b10 [O^,&5BC2AkXƀ jmmEPTq]>/=\49/xI2Hɠ E|)Mu#~֧&_ajh*e@q0~P*y&?1Ë)L#: 5GfŚD n?~~~ۓ42@7j¤)4qH$B~ P6GEQ[ejY3 2&һ9!}j j.I)7}`|$fppNb 1٠H$B~~[XU՟'J… ƈhB2}}} )|Qƀen[t a\.ی}-`ۿYhp 444ԤҲ5-Qkˌ׉xл)_0cь'wCd-Wpզ8}{L$ |l˨{*DW4Mi MZooo.я~teơQ X-h% 4?nZO<7$'/tr&GdH\/Ս$I/昨=L_J3jI"&4x\l6A/ hZ?!^y{O`=vF z0@=vIiO _$ISMr݋˗/}yҘ< k2o>^$F'&&~B&UU[[[_|W^ej=lDk0 JB%?M&v:^Hl q<$̌F?O_sl,ԉI I|fvFjx ok#IG}oΝq?==mG-$B|dn1EIzeYE7߄02Loĉ[,gNNN?O"h?4z q yJ v[,UUa3Xz#HMkd2]]]٬P^{Cm`/$p8_E1|H+ nC)_bTpBTf_^j>e/]tT*_r$:= Ŏzdf2e:66vzA ~©t-zRyҒ$IH>AM< A>;rX(\.fEp* ?],bP( ,>}z||NtAQL$~ /NxnAcǎsss(ӧOL&0 d2t`]XX/`+B&>(^rxiBxbGGw`*ݻwBׯ_djS@ 2==MT* p;fT*zGGGk@Rtڵ1AR5###- Iz@.z.?@dY~I"X,pUyS;\ [,X־h44lyZ@I` kkkKKKO_Cĉ4:Rd2E#|y4 UI۷[랞 R?~td#G HPXYYY[[}!EQVꫯfDO:$ wttl6d,#ScO bɓt:(ǛݻPO744RBv{zzDg:TR,Ap:b1xπa@Xl---G;,JfXr#)J!UU$epY$ Bl6GMBr:ttOIENDB`/tfѭ8Lwb"q:܂dKu= .Checker3D Color Shader .;]kI 忞@.;]kI 忞@"SubObject*Encapsulated objects" ! }(C" z p`E (-̬ p| Hw 4W}@O{4W}@O{$ Owner4Owner of the Encapsulator$%%u5E b%%u5E bLE2Data$LE2 Data for node >g'JNjn*p-1OSM n-1OSM n"LayoutLayout 럆L<_ї"P +kCY5]BtO+kCY5]BtO FloatInput floatдf5OD.GWf55OD.GWf5Color_shaderColor shader zdU@AUʂ*(XFҦV(XFҦV"LE2Data$LE2 Data for node >g'JNjn*pLE2Data, 1"o?uaiC"k6?uaiC"k6Color1nColor1 : RtFloat4 - The four component vector or color F 1+5?N>/h xy$>N6 O$>N6 OColor0nColor0 : RtFloat4 - The four component vector or color F 1+5?N>/8d VN,+,D-ȍN,+,D-ȍFloat, 1Input float X6 1}ZO~R-"1}ZO~R-"Float, 2Input float(ۢ ! T' bJDOn^4tT' bJDOn^4tFloat, 3Input float(QEy2i\(QEy2i\Float, 4Input float  $>N6 OSHGF2_V //Input parameter : Color RsInput_RtFloat4_Ex2(RVar_InColor, "DIFFUSECOLOR"); RVar_InColor DIFFUSECOLORRtFloat4Z //Input parameter : Color RsInput_RtFloat4_Ex2(RVar_InColor_c13, "DIFFUSECOLOR"); RVar_InColor_c13RVar_InColor_c13/Project/Space 3D/InputColorc13ef????i(QEy2i\%%u5E b>g'JNjn*pFDC`@0@?T' bJDOn^4t5OD.GWf5+kCY5]BtO?4W}@O{(XFҦV>g'JNjn*pF@DCb@l@B?1}ZO~R-"N,+,D-ȍ??uaiC"k6SHGF2_V //Input parameter : Color RsInput_RtFloat4_Ex2(RVar_InColor, "DIFFUSECOLOR"); RVar_InColor DIFFUSECOLORRtFloat4Z //Input parameter : Color RsInput_RtFloat4_Ex2(RVar_InColor_c14, "DIFFUSECOLOR"); RVar_InColor_c14RVar_InColor_c14/Project/Space 3D/InputColor, 1c14kq(>(>(>?g@[.;]kI 忞@-1OSM n 럆L<_їː  GFʠN=e 1 }}$>N6 OZ`Ez]UO GFʠN= e 1 }}?uaiC"k6Z`Ez]UO GFʠN= P0e 5 }}Size+kCY5]BtOZ`Ez]UO1釥GP>aP 0e 0 }}+kCY5]BtOZ`Ez]UO GFʠN=fe 1 }}5OD.GWf5Z`Ez]UO}4կMj=+fe 05OD.GWf5}}N\q+nN-K^(0pHe A}}?N,+,D-ȍZ`Ez]UO? GFʠN=0(He ^}}"TahomaPpLZ`Ez]UO GFʠN=p0He ^}}"TahomaP\ WZ`Ez]UO GFʠN=HXe +}} Offset XYZZ`Ez]UO1釥GP>aXhe 0 }}1}ZO~R-"Z`Ez]UO1釥GP>ahxe 0 }}T' bJDOn^4tZ`Ez]UO1釥GP>axe 0 }}(QEy2i\Z`Ez]UO}}܍ 9D U"YMڿ$Zߦ|í ShaderColor0 5OD.GWf5Pдf`C/-~CxrEtC/-~CxrE Color$Input color brick F 1+5?N>/0 ! 4W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1"%%u5E b>g'JNjn*pFChB`@P@?5OD.GWf54W}@O{(XFҦV>g'JNjn*pFDBb@@T@?C/-~CxrE-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>/h ^@A툷^@A툷PositionNShading point position in world space. F 1+5?N>/Z 0 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>/8yٻzEuSٻzEuSWorldToObjectnTransformation 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`@@@?)5FYPٻzEuSڳVܯ]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*pFBCCb@t@?x*yI?ڵfA'7(ڳVܯ]FՃ尲)#tsxi_GetInputEyePosRtFloat4`MOWIB"ѥڳVܯ]FՃ尲)#tsxi_GetInputNormalRtFloat3ҥY@e&ڳVܯ]FՃ尲+%tsxi_GetInputLightDirRtFloat3#h"mO('%dLrQn0ڳVܯ]FՃ尲)#tsxi_GetInputEyeDirRtFloat3y"WMB]}E[2CV)ڳVܯ]FՃ尲("tsxi_GetInputColorRtFloat4HtO{/(ڳVܯ]FՃ尲*$tsxi_GetInputTangentRtFloat3-1OSM n 럆L<_ї0piDM7ڳVܯ]FՃ尲)#tsxi_GetInputEyeDistRtFloatz€ L&  `InputFloat, 1+kCY5]BtOp* uM@n;LATuM@n;LAFloatBrickFloat brick F 1+5?N>// * \/3Kf͈,t\/3Kf͈,oFloatOutput float GqiFE0IN tGqiFE0IN Input usageVThe usage specification for this parameter (C" 4W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1#GqiFE0IN %%u5E b>g'JNjn*pF@ Dk`@T@?4W}@O{+kCY5]BtO?(XFҦV>g'JNjn*pFB Cb@@T@?uM@n;LA\/3Kf͈,?-1OSM n 럆L<_ї0x^tHM[TW.checker3DfromBlender3D .;]kI 忞@"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>/ؠ / X -LvxLw)tX -LvxLw)frequencydfrequency : RtFloat - Scalar floating point value F 1+5?N>/ؠ 8d $>N6 Opؠ h ?uaiC"k6pؠ ؠ ԠNl?uTԠNl?uFinalColorvFinalColor : RtFloat4 - The four component vector or color F 1+5?N>/`$>N6 OceZU@䑧r[җJs@ hNewFunction* void NewFunction(in RtFloat3 TexCoords, in RtFloat frequency, in RtFloat4 Color0, in RtFloat4 Color1, out RtFloat4 FinalColor) { // put function code here //function from blender3d source TEX_checker.c RtFloat xv = TexCoords.x; RtFloat yv = TexCoords.y; RtFloat zv = TexCoords.z; xv = abs(floor(xv/frequency)); yv = abs(floor(yv/frequency)); zv = abs(floor(zv/frequency)); xv = xv % 2; yv = yv % 2; zv = zv % 2; if((xv == yv) == zv) FinalColor = Color0; else FinalColor = Color1; } >D3D View Package/HLSL language~൱D8 #^cRtFloat3TexCoords$%T@'RtFloatfrequencyX -LvxLw)RtFloat4Color0$>N6 ORtFloat4Color1?uaiC"k6RtFloat4FinalColorԠNl?uX -LvxLw)$%T@'(XFҦV>g'JNjn*pFkDCb@@X@?ԠNl?u?uaiC"k6z€ L& ,InputFloat, 2 +kCY5]BtOp Ȏ Ȏ uM@n;LAP  \/3Kf͈,p@" GqiFE0IN pȎ z 4W}@O{$(XFҦV"GqiFE0IN +kCY5]BtO?(XFҦV>g'JNjn*pFCDb@@T@?uM@n;LA\/3Kf͈,?܂dKu= 2Local World Coord switch `.;]kI 忞@"Мfb`   p`4W}@O{$Z [@Di \J[@Di \JVector4pVector4 : RtFloat4 - The four component vector or color F 1+5?N>/$ [ DLS({KzL^tDLS({KzL^tMatrix4x4PMatrix4x4 : RtFloat4x4 - The 4x4 matrix F 1+5?N>/ 0 2x2֣K!dE52x2֣K!dE5InputXInputX : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/f TXGy5֣ TXGy5֣ InputYInputY : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/ ,8A fKھ,8A fKھResultResult : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/  0"8N aP0"8N aPInputYInputY : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/InputY, 1à (XFҦV",8A fKھ(XFҦV>g'JNjn*pFDCb@@\@?0"8N aPDLS({KzL^tTXGy5֣ 2x2֣K!dE5[@Di \JL{0nBg)`! _"TransformVector4P)\Fvq3P)\Fvq3$PrivateShaderData$PrivateShaderData wk0.DX?_$ [@Di \Jp!  DLS({KzL^tp! ! =^}D@x~?TT=^}D@x~?TResult4pResult4 : RtFloat4 - The four component vector or color F 1+5?N>/ Мf4W}@O{$(XFҦV"(XFҦV>g'JNjn*pFCDb@@T@?P)\Fvq3wk0.DX?_\~&6'N9kDLS({KzL^t=^}D@x~?T[@Di \JL{0nBg)`! dfModulateP)\Fvq3f2x2֣K!dE5t2x2֣K!dE5InputXInputX : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/bTXGy5֣ tTXGy5֣ InputYInputY : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/bb dE9@T dE9@ResultResult : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/ b4W}@O{$(XFҦV"(XFҦV>g'JNjn*pF@DCb@@T@?P)\Fvq3wk0.DX?_M0(rHHTXGy5֣  dE9@2x2֣K!dE5L{0nBg)`! 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AddP)\Fvq3 :JF>*Ut:JF>*UInputXInputX : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/c p#2 |L?¢Fht#2 |L?¢FhInputYInputY : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/c c ,8A fKھT,8A fKھResultResult : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/ 4W}@O{$(XFҦV",8A fKھ:JF>*U(XFҦV>g'JNjn*pF?DCb@@T@?#2 |L?¢FhP)\Fvq3wk0.DX?_Gp.HOV܂dKu=Ϣ oneMinusInput .;]kI 忞@"a U  4W}@O{$à 0"8N aP0"8N aPInputYInputY : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/@ Pe ݦ]K3MNݦ]K3MNResultResult : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/ (XFҦV"ݦ]K3MN(XFҦV>g'JNjn*pF D Db@@P@?0"8N aPz€ L&  InputFloatġ +kCY5]BtOp. uM@n;LAP` . \/3Kf͈,p/ GqiFE0IN p a 4W}@O{$(XFҦV"GqiFE0IN +kCY5]BtO?(XFҦV>g'JNjn*pFCDb@@X@?uM@n;LA\/3Kf͈,?L{0nBg)`! תtP%=DOu>תInputXInputX : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/U@ 0"8N aPt0"8N aPInputYInputY : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/UUݦ]K3MNTݦ]K3MNResultResult : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/Pe U4W}@O{$(XFҦV"P%=DOu>תݦ]K3MN(XFҦV>g'JNjn*pF DDb@@T@?P)\Fvq3wk0.DX?_jmE^S0"8N aPz€ L& cXInputFloat, 3(ۢ +kCY5]BtOpX ܢ ܢ uM@n;LAP X \/3Kf͈,p8 GqiFE0IN pܢ E 4W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1#GqiFE0IN %%u5E b>g'JNjn*pF@ Dk`@T@?+kCY5]BtO4W}@O{(XFҦV>g'JNjn*pFCBb@@T@?uM@n;LA\/3Kf͈,?-1OSM n 럆L<_ї0z€ L& 0InputFloat, 4+kCY5]BtOp0! uM@n;LAPl 0! \/3Kf͈,pXGqiFE0IN p(-4W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1#GqiFE0IN %%u5E b>g'JNjn*pF@ Dk`@T@?4W}@O{+kCY5]BtO(XFҦV>g'JNjn*pFC_Cb@@T@?uM@n;LA\/3Kf͈,?-1OSM n 럆L<_ї0z€ L& 9 InputFloat, 5 +kCY5]BtOp_ T T uM@n;LAPl _ \/3Kf͈,pxGqiFE0IN pT ̬ 4W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1#GqiFE0IN %%u5E b>g'JNjn*pF@ Dk`@T@?+kCY5]BtO4W}@O{(XFҦV>g'JNjn*pFCCb@@T@?uM@n;LA\/3Kf͈,?-1OSM n 럆L<_ї0L{0nBg)`! dB *VectorFromComponentsP)\Fvq3 Gx:G<l5tGx:G<l5XTX : RtFloat - Scalar floating point value F 1+5?N>/ql  LDs(et LDs(eYTY : RtFloat - Scalar floating point value F 1+5?N>/ql ?8[GVTIt?8[GVTIZTZ : RtFloat - Scalar floating point value F 1+5?N>/qpZ"PZKLьt"PZKLьWTW : RtFloat - Scalar floating point value F 1+5?N>/qqJN۪BP TJN۪BP ResultnResult : RtFloat4 - The four component vector or color F 1+5?N>/xp| 4W}@O{$(XFҦV""PZKLь?8[GVTI LDs(eGx:G<l5(XFҦV>g'JNjn*pF'D`Cb@@X@?JN۪BP P)\Fvq3wk0.DX?_JEG0L{0nBg)`! kXAddP)\Fvq3x:JF>*Ut:JF>*UInputXInputX : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/X #2 |L?¢Fht#2 |L?¢FhInputYInputY : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/XX,8A fKھT,8A fKھResultResult : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/ Hw 4W}@O{$(XFҦV",8A fKھ:JF>*U#2 |L?¢Fh(XFҦV>g'JNjn*pFeDCb@@P@?P)\Fvq3wk0.DX?_Gp.HOV8ʯȥJH|o7 gH]kDwPx;`d8pM*#ͺO $/tfѭ8Lwb"q@:z