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U4+F4R{9 ƺmmγ3bʝ%8`R<7188\E/vTf;w\$YZZH~7<<|%dhkvYM3YXe2Cc~333/v^<88L&B7*,sosBT> $a %Jۻ(TU:K'Oo%Bb۷sN*>Ǐg2P0L$H=zhmm/z tD"188(I H)dsR6(]x5G@\.٠h?88Ғ($xppp7or96q\8l6!rݧ?}:FR2ۦj5' ح .7׿v^T*8wnߐI)WBH.&&& u$IA{VVvu!ժip8LvotI/"j5)|}nqݯm`{{{! ļkZ(5ŗY0HQCM1N$DRPo G"ӧOC)x$`d2 yX? !},i^Eh?{lssA" ҍ ѝN'D>N 2ip6B [r&QdTU ===BعY'5JjIENDB`/tfѭ8Lwb"qߓ܂dKu=y(Dots3D Color ShaderO .;]kI 忞@.;]kI 忞@"SubObject*Encapsulated objects"  p_^- P} od & 0 0 @XU O 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"ص! i}Q$D`v i}Q$D`v Float, 7Input floatXQ ! 5OD.GWf55OD.GWf5Color_shaderColor shader zdU@AUʂ*(XFҦV(XFҦV"LE2Data$LE2 Data for node >g'JNjn*pLE2Data, 1"xnT' bJDOn^4tT' bJDOn^4tFloat, 3Input float Xo(QEy2i\(QEy2i\Float, 4Input float  N,+,D-ȍN,+,D-ȍFloat, 1Input floatXx 1}ZO~R-"1}ZO~R-"Float, 2Input float(_՞ ?8%a@Rve?8%a@RveBackColortBackColor : RtFloat4 - The four component vector or color F 1+5?N>/_`֞ fu@fu@SpotColortSpotColor : RtFloat4 - The four component vector or color F 1+5?N>/`֞ WwwMNF WwwMNF Float, 5Input floatxdo f ND"5=f ND"5=Float, 6Input floatjc(QEy2i\T' bJDOn^4t%%u5E b>g'JNjn*pFDC`@0@?5OD.GWf54W}@O{WwwMNF L>fu@SHGF2_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/InputColor, 1c13kq(>(>(>?/l@[?8%a@RveSHGF2_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/InputColorc14ef????gi1}ZO~R-"(XFҦV>g'JNjn*pF DCc@ o@t?N,+,D-ȍ?-1OSM n 럆L<_ї$ GFʠN=hfpS 1 }}5OD.GWf5Z`Ez]UO}4կMj=+fhpS 05OD.GWf5}}N\q+nN-K^(p(pS A}}?N,+,D-ȍZ`Ez]UO? GFʠN=((pS ^}}"TahomapcLZ`Ez]UO GFʠN=p(pS ^}}"TahomapHWZ`Ez]UO GFʠN=(8pS +}} Offset XYZZ`Ez]UO1釥GP>a8HpS 0 }}1}ZO~R-"Z`Ez]UO1釥GP>aHXpS 0 }}T' bJDOn^4tZ`Ez]UO1釥GP>aXhpS 0 }}(QEy2i\Z`Ez]UO GFʠN=pS 1 }}?8%a@RveZ`Ez]UO GFʠN=pS 1 }}fu@Z`Ez]UO GFʠN=PpS 6 }}ScaleWwwMNF Z`Ez]UO1釥GP>aPpS 0 }}WwwMNF Z`Ez]UO GFʠN=PpS 7 }}Radiusf ND"5=Z`Ez]UO1釥GP>aPpS 0 }}f ND"5=Z`Ez]UO GFʠN=PpS < }} Soft Radiusi}Q$D`v Z`Ez]UO1釥GP>aPpS 0 }}i}Q$D`v Z`Ez]UO}}.;]kI 忞@i}Q$D`v =f ND"5=fff?܍ D U9"YMڿ$ZߦtJShaderColorp 5OD.GWf5P!  C/-~CxrEtC/-~CxrE Color$Input color brick F 1+5?N>/p  4W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1"%%u5E b>g'JNjn*pFChB`@P@?5OD.GWf54W}@O{C/-~CxrE(XFҦV>g'JNjn*pF@D2Cb@@T@?-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>/o^@A툷^@A툷PositionNShading point position in world space. F 1+5?N>/Ps xop1M@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>/Z SaI7֏bSaI7֏bObjectToWorldTransformation matrix from object space to world space. Note that this is inverse matrix to WorldToObject. F 1+5?N>/p_^4W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1#y"WMB]y"WMB]*ObjectToWorld_NormalA 3x3 Transformation matrix for normal and tangent vectors from object space to world space. F 1+5?N>/)5FYP)5FYPObjectToClipPerspective transformation matrix from object space to screen space. F 1+5?N>/x*yIx*yIWorldToClipPerspective transformation matrix from world space to screen space. F 1+5?N>/#h"mO('#h"mO('TexCoords2`A secondary set of texture coordinates for given surface point. Any undefined channel (u, v or w) is replaced with 0. Initialized to interpolated second vertex texture coords. F 1+5?N>/B_;OKFJ*rڳVܯ]FՃ尲+%tsxi_GetInputLightDistRtFloat qQ@RjڳVܯ]FՃ尲'!tsxi_GetInputAlphaRtFloatp1M@o=ڳVܯ]FՃ尲,&tsxi_GetInputTexCoordsRtFloat3^@A툷ڳVܯ]FՃ尲+%tsxi_GetInputPositionRtFloat4)5FYPڳVܯ]FՃ尲1+tsxi_GetInputObjectToClip RtFloat4x4%%u5E b>g'JNjn*pFC`@@@?HRSEpFCڳVܯ]FՃ尲-'tsxi_GetInputLightColorRtFloat4ٻzEuSڳVܯ]FՃ尲2,tsxi_GetInputWorldToObject RtFloat4x44W}@O{SaI7֏bڳVܯ]FՃ尲2,tsxi_GetInputObjectToWorld RtFloat4x4~__um1CR¬5ڳVܯ]FՃ尲3-tsxi_GetInputTangentToWorld RtFloat3x3x*yIڳVܯ]FՃ尲0*tsxi_GetInputWorldToClip RtFloat4x4(XFҦV>g'JNjn*pFCCb@u@?#h"mO('ڳVܯ]FՃ尲-'tsxi_GetInputTexCoords2RtFloat3ҥY@e&ڳVܯ]FՃ尲+%tsxi_GetInputLightDirRtFloat3`MOWIB"ѥڳVܯ]FՃ尲)#tsxi_GetInputNormalRtFloat3?ڵfA'7(ڳVܯ]FՃ尲)#tsxi_GetInputEyePosRtFloat4%dLrQn0ڳVܯ]FՃ尲)#tsxi_GetInputEyeDirRtFloat3y"WMB]ڳVܯ]FՃ尲93!tsxi_GetInputObjectToWorld_Normal RtFloat3x3}E[2CV)ڳVܯ]FՃ尲("tsxi_GetInputColorRtFloat4-1OSM n 럆L<_ї0HtO{/(ڳVܯ]FՃ尲*$tsxi_GetInputTangentRtFloat3piDM7ڳVܯ]FՃ尲)#tsxi_GetInputEyeDistRtFloatz€ L& $?InputFloat, 2Xx+kCY5]BtOt+kCY5]BtO FloatInput floatm 8/ 8/ uM@n;LATuM@n;LAFloatBrickFloat brick F 1+5?N>/0 hbm \/3Kf͈,t\/3Kf͈,oFloatOutput floatX GqiFE0IN tGqiFE0IN Input usageVThe usage specification for this parameter8/ - 4W}@O{$(XFҦV"GqiFE0IN +kCY5]BtO?(XFҦV>g'JNjn*pFCDb@@T@?uM@n;LA\/3Kf͈,?܂dKu= 2Local World Coord switch p .;]kI 忞@"h xQ @. WP} 4W}@O{$Ps [@Di \J[@Di \JVector4pVector4 : RtFloat4 - The four component vector or color F 1+5?N>/8+jZ DLS({KzL^tDLS({KzL^tMatrix4x4PMatrix4x4 : RtFloat4x4 - The 4x4 matrix F 1+5?N>/x# xo2x2֣K!dE52x2֣K!dE5InputXInputX : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/(v 0 TXGy5֣ TXGy5֣ InputYInputY : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/p ,8A fKھ,8A fKھResultResult : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/^Whb0"8N aP0"8N aPInputYInputY : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/InputY, 1(X(XFҦV",8A fKھ(XFҦV>g'JNjn*pFDCb@_@?DLS({KzL^t0"8N aPTXGy5֣ 2x2֣K!dE5[@Di \JL{0nBg)`! T"TransformVector4P)\Fvq3P)\Fvq3$PrivateShaderData$PrivateShaderData wk0.DX?_8+j[@Di \Jp`f x# DLS({KzL^tp`f `f =^}D@x~?TT=^}D@x~?TResult4pResult4 : RtFloat4 - The four component vector or color F 1+5?N>/p+ h 4W}@O{$(XFҦV"(XFҦV>g'JNjn*pFCDb@@T@?P)\Fvq3wk0.DX?_\~&6'N9kDLS({KzL^t=^}D@x~?T[@Di \JL{0nBg)`! kModulateP)\Fvq3(v 2x2֣K!dE5t2x2֣K!dE5InputXInputX : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/fp TXGy5֣ tTXGy5֣ InputYInputY : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/ff dE9@T dE9@ResultResult : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/zVxQ 4W}@O{$(XFҦV"(XFҦV>g'JNjn*pF@DCb@@T@?P)\Fvq3wk0.DX?_M0(rHH dE9@TXGy5֣ 2x2֣K!dE5L{0nBg)`!  Modulate, 1P)\Fvq3p+ 2x2֣K!dE5t2x2֣K!dE5InputXInputX : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/e ~ TXGy5֣ tTXGy5֣ InputYInputY : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/e e  dE9@T dE9@ResultResult : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/8V@. 4W}@O{$(XFҦV"(XFҦV>g'JNjn*pFDCb@@T@?P)\Fvq3wk0.DX?_M0(rHHTXGy5֣  dE9@2x2֣K!dE5L{0nBg)`! $( AddP)\Fvq3zV:JF>*Ut:JF>*UInputXInputX : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/8V#2 |L?¢Fht#2 |L?¢FhInputYInputY : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/,8A fKھT,8A fKھResultResult : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/ 4W}@O{$(XFҦV",8A fKھ:JF>*U#2 |L?¢Fh(XFҦV>g'JNjn*pF?DCb@@T@?P)\Fvq3wk0.DX?_Gp.HOV܂dKu=ToneMinusInput.;]kI 忞@" dW4W}@O{$(X0"8N aP0"8N aPInputYInputY : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/ݦ]K3MNݦ]K3MNResultResult : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/~ (XFҦV"ݦ]K3MN(XFҦV>g'JNjn*pF D Db@@P@?0"8N aPz€ L& TInputFloat +kCY5]BtOp@ ``uM@n;LAPPU@ \/3Kf͈,p0_ GqiFE0IN p` 4W}@O{$(XFҦV"GqiFE0IN +kCY5]BtO?(XFҦV>g'JNjn*pFCDb@@X@?uM@n;LA\/3Kf͈,?L{0nBg)`!  SubtractP)\Fvq3PUP%=DOu>תtP%=DOu>תInputXInputX : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/0"8N aPt0"8N aPInputYInputY : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/ݦ]K3MNTݦ]K3MNResultResult : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/d4W}@O{$(XFҦV"ݦ]K3MNP%=DOu>ת(XFҦV>g'JNjn*pF DDb@@T@?P)\Fvq3wk0.DX?_jmE^S0"8N aPz€ L& InputFloat, 3(_+kCY5]BtOpVy__uM@n;LAPXdVy\/3Kf͈,pe GqiFE0IN p_o4W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1#GqiFE0IN %%u5E b>g'JNjn*pF@ Dk`@T@?4W}@O{+kCY5]BtO(XFҦV>g'JNjn*pFCBb@@T@?uM@n;LA\/3Kf͈,?-1OSM n 럆L<_ї0z€ L& fInputFloat, 4 +kCY5]BtOpa a uM@n;LAP@y\/3Kf͈,p`GqiFE0IN pa d 4W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1#GqiFE0IN %%u5E b>g'JNjn*pF@ Dk`@T@?+kCY5]BtO4W}@O{(XFҦV>g'JNjn*pFC_Cb@@T@?uM@n;LA\/3Kf͈,?-1OSM n 럆L<_ї0z€ L& ܼ InputFloat, 5 +kCY5]BtOp؟!   uM@n;LAP ؟! \/3Kf͈,p GqiFE0IN p & 4W}@O{$%%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<_ї0L{0nBg)`!  *VectorFromComponentsP)\Fvq3XdGx:G<l5tGx:G<l5XTX : RtFloat - Scalar floating point value F 1+5?N>/ @y LDs(et LDs(eYTY : RtFloat - Scalar floating point value F 1+5?N>/ ?8[GVTIt?8[GVTIZTZ : RtFloat - Scalar floating point value F 1+5?N>/ "PZKLьt"PZKLьWTW : RtFloat - Scalar floating point value F 1+5?N>/  JN۪BP TJN۪BP ResultnResult : RtFloat4 - The four component vector or color F 1+5?N>/V0 4W}@O{$(XFҦV""PZKLь?8[GVTI LDs(e(XFҦV>g'JNjn*pF'D`Cb@@X@?Gx:G<l5P)\Fvq3wk0.DX?_JEG0JN۪BP L{0nBg)`! Y AddP)\Fvq3V:JF>*Ut:JF>*UInputXInputX : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/Ƚk^W#2 |L?¢Fht#2 |L?¢FhInputYInputY : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/ȽkȽk,8A fKھT,8A fKھResultResult : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/8;0 4W}@O{$(XFҦV",8A fKھ:JF>*U(XFҦV>g'JNjn*pFeDCb@@P@?#2 |L?¢FhP)\Fvq3wk0.DX?_Gp.HOVx^tHM[L^ydots2D .;]kI 忞@"@4W}@O{$ceZU@䑧rceZU@䑧r$_scriptData*Internal Script data [җJs@ $(XFҦV"8;vϋ@ /bfJ uLOtJ uLO Count\Count : RtFloat - Scalar floating point value F 1+5?N>/b`fu@pb_?8%a@Rvepb j DçC[>N:tDçC[>N:SoftRadiusfSoftRadius : RtFloat - Scalar floating point value F 1+5?N>/b']d+&@>7St']d+&@>7SRadius^Radius : RtFloat - Scalar floating point value F 1+5?N>/bb/ۜ@S.T/ۜ@S.FinalColorvFinalColor : RtFloat4 - The four component vector or color F 1+5?N>/  J uLOceZU@䑧r[җJs@ NewFunction void NewFunction(in RtFloat3 TexCoords, in RtFloat Count, in RtFloat4 SpotColor, in RtFloat4 BackColor, in RtFloat SoftRadius, in RtFloat Radius, out RtFloat4 FinalColor) { // put function code here //center of 0-1 uv coords RtFloat3 center; center.x = 1.0; center.y = 1.0; center.z = 1.0; RtFloat3 uvCoords = abs(TexCoords/Count) % 2; //uvCoords.z = 0; RtFloat dis = distance(center, uvCoords); //RtFloat combRad = Radius + SoftRadius; //if(combRad > 1.4142) //{ // Radius = Radius/combRad; // SoftRadius = SoftRadius/combRad; //} //if(dis>Radius) // FinalColor = BackColor; //else // FinalColor = SpotColor; RtFloat s; if(dis > Radius + SoftRadius) FinalColor = BackColor; else if(dis < Radius) FinalColor = SpotColor; else { s = (dis - Radius)/SoftRadius; FinalColor = lerp(SpotColor, BackColor, s); } } >D3D View Package/HLSL language>RtFloat3TexCoordsvϋ@ N:RtFloatRadius']d+&@>7SRtFloat4FinalColor/ۜ@S.(XFҦV>g'JNjn*pFDZCb@ `@?fu@?8%a@Rve']d+&@>7S/ۜ@S.vϋ@ N:z€ L& $f Scalexd+kCY5]BtOp^ffuM@n;LAPf^\/3Kf͈,pPGqiFE0IN pfX4W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1#GqiFE0IN %%u5E b>g'JNjn*pF@ Dk`@T@?+kCY5]BtOL>4W}@O{(XFҦV>g'JNjn*pF@bDCb@@T@?uM@n;LA\/3Kf͈,?-1OSM n 럆L<_ї0z€ L&  Radiusjc+kCY5]BtOp֟ h h uM@n;LAP֟ \/3Kf͈,p@VGqiFE0IN ph U4W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1#GqiFE0IN %%u5E b>g'JNjn*pF@ Dk`@T@?4W}@O{+kCY5]BtOfff?(XFҦV>g'JNjn*pF@DDb@@T@?uM@n;LA\/3Kf͈,?-1OSM n 럆L<_ї0z€ L& Soft RadiusXQ +kCY5]BtOpH H uM@n;LAP j \/3Kf͈,pQGqiFE0IN pH 4W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1#GqiFE0IN %%u5E b>g'JNjn*pF@ Dk`@T@?+kCY5]BtO=4W}@O{(XFҦV>g'JNjn*pFTD@Db@@T@?uM@n;LA\/3Kf͈,?-1OSM n 럆L<_ї08ʯȥJH|o7 gH]kDwPx;`d8pM*#ͺO $3/tfѭ8Lwb"qߓ