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,AddP)\Fvq3P)\Fvq3$PrivateShaderData$PrivateShaderData wk0.DX?_G:JF>*Ut:JF>*UInputXInputX : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/DE#2 |L?¢Fht#2 |L?¢FhInputYInputY : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/DD,8A fKھT,8A fKھResultResult : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/I<4W}@O{%%%u5E b-1OSM n"(XFҦVLE2Data, 1,8A fKھ:JF>*U%%u5E b>g'JNjn*pFD`B`@P@?4W}@O{(XFҦV>g'JNjn*pFD`B`@P@?#2 |L?¢FhP)\Fvq3wk0.DX?_Gp.HOV-1OSM n 럆L<_ї0L{0nBg)`! -ModulateP)\Fvq392x2֣K!dE5t2x2֣K!dE5InputXInputX : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/8<TXGy5֣ tTXGy5֣ FullLightColorInputY : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/88 dE9@T dE9@ AttenuatedColorResult : RtNumeric - Any numerical value (scalar, vector or matrix) F 1+5?N>/G4W}@O{%%%u5E b-1OSM n"(XFҦVLE2Data, 1%%u5E b>g'JNjn*pFC`@P@?4W}@O{(XFҦV>g'JNjn*pFC`@P@?P)\Fvq3wk0.DX?_M0(rHH dE9@TXGy5֣ 2x2֣K!dE5-1OSM n 럆L<_ї0L{0nBg)`! .*VectorFromComponents P)\Fvq3S3Gx:G<l5tGx:G<l5XTX : RtFloat - Scalar floating point value F 1+5?N>/0$30I3 LDs(et LDs(eYTY : RtFloat - Scalar floating point value F 1+5?N>/0$30 3?8[GVTIt?8[GVTIZTZ : RtFloat - Scalar floating point value F 1+5?N>/0$303"PZKLьt"PZKLьWTW : RtFloat - Scalar floating point value F 1+5?N>/0$30$3JN۪BP TJN۪BP ResultnResult : RtFloat4 - The four component vector or color F 1+5?N>/9034W}@O{%%%u5E b(XFҦVLE2Data, 1-1OSM n" "PZKLь%%u5E b>g'JNjn*pFC`@\@??8[GVTI LDs(e4W}@O{(XFҦV>g'JNjn*pFC`@\@?Gx:G<l5JN۪BP P)\Fvq3wk0.DX?_JEG0-1OSM n 럆L<_ї0L{0nBg)`! <50VectorFromComponents, 1 P)\Fvq323Gx:G<l5tGx:G<l5 Row1jRow1 : RtFloat4 - The four component vector or color F 1+5?N>/0.30;3 LDs(et LDs(eYTY : RtFloat - Scalar floating point value F 1+5?N>/0.30=3?8[GVTIt?8[GVTIZTZ : RtFloat - Scalar floating point value F 1+5?N>/0.30C3"PZKLьt"PZKLьWTW : RtFloat - Scalar floating point value F 1+5?N>/0.30.3JN۪BP TJN۪BP ResultnResult : RtFloat4 - The four component vector or color F 1+5?N>/E0M34W}@O{%%%u5E b(XFҦVLE2Data, 1-1OSM n" "PZKLь%%u5E b>g'JNjn*pFCB`@\@??8[GVTI LDs(e4W}@O{(XFҦV>g'JNjn*pFCB`@\@?Gx:G<l5JN۪BP P)\Fvq3wk0.DX?_JEG0-1OSM n 럆L<_ї0/|V FK|L/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>/0)3p1M@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>/M34W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1y"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)5FYP%%u5E b>g'JNjn*pF CA`@0@?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*yI(XFҦV>g'JNjn*pF CA`@0@?#h"mO('ҥY@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]}E[2CV)ڳVܯ]FՃ尲("tsxi_GetInputColorRtFloat4-1OSM n 럆L<_ї0HtO{/(ڳVܯ]FՃ尲*$tsxi_GetInputTangentRtFloat3piDM7ڳVܯ]FՃ尲)#tsxi_GetInputEyeDistRtFloatz€ L& /InputFloat0 3+kCY5]BtOt+kCY5]BtO FloatInput float03 3 3uM@n;LATuM@n;LAFloatBrickFloat brick F 1+5?N>/2303\/3Kf͈,t\/3Kf͈,oFloatOutput float3GqiFE0IN tGqiFE0IN Input usageVThe usage specification for this parameter 3 34W}@O{$%%u5E b(XFҦVLE2Data, 1-1OSM n"GqiFE0IN C_TCMOVEX%%u5E b>g'JNjn*pFtBb@X@?4W}@O{+kCY5]BtO(XFҦV>g'JNjn*pFtBb@X@?uM@n;LA\/3Kf͈,?-1OSM n 럆L<_ї0z€ L& |0InputFloat, 12+kCY5]BtOp020303uM@n;LAP0;302\/3Kf͈,p02GqiFE0IN p03024W}@O{$%%u5E b(XFҦVLE2Data, 1-1OSM n"GqiFE0IN C_TCMOVEY%%u5E b>g'JNjn*pF8Cb@X@?4W}@O{+kCY5]BtO(XFҦV>g'JNjn*pF8Cb@X@?uM@n;LA\/3Kf͈,?-1OSM n 럆L<_ї0z€ L& 1InputFloat, 22+kCY5]BtOp20202uM@n;LAPS32\/3Kf͈,p03GqiFE0IN p02034W}@O{$%%u5E b(XFҦVLE2Data, 1-1OSM n"GqiFE0IN C_TCSCALEX%%u5E b>g'JNjn*pF'b@X@?4W}@O{+kCY5]BtO?(XFҦV>g'JNjn*pF'b@X@?uM@n;LA\/3Kf͈,?-1OSM n 럆L<_ї0z€ L& 1InputFloat, 303+kCY5]BtOp0333uM@n;LAP0I303\/3Kf͈,p03GqiFE0IN p334W}@O{$%%u5E b(XFҦVLE2Data, 1-1OSM n"GqiFE0IN C_TCSCALEY%%u5E b>g'JNjn*pFXb@X@?4W}@O{+kCY5]BtO?(XFҦV>g'JNjn*pFXb@X@?uM@n;LA\/3Kf͈,?-1OSM n 럆L<_ї0܂dKu=D2&DefaultModelShader R:>a[EH*M\7wCH0 3y݀J}NShininess-30%34W}@O{$)rޙG (XFҦVLE2Data, 3"%%u5E bLE2Data, 6QA@y:l1'34 Hm9E4 Hm9E ColorInput color -n,NjlpgSpecularColor3$Q/G|]8-1OSM n#0J3.;]kI 忞@"A3"3+300343J3qΤIGGI4 R:>a[EH*M\>g'JNjn*pFCA`@T@?7wCH>g'JNjn*pF[C)C`@T@?%%u5E b>g'JNjn*p^CCb@T@y݀J}N Ԡ>KC~B?4W}@O{y݀J}NA(XFҦV>g'JNjn*p^CCX@1@y݀J}N Ԡ>KC~B?)rޙG >g'JNjn*pFCA`@T@?$Q/G|]8>g'JNjn*pFC`B`@T@?4 Hm9E-n,Njlpg>>>?QA@y:l1>g'JNjn*pFAC`@@@?.;]kI 忞@-1OSM n 럆L<_ї0qΤIGGIL{0nBg)`! |CPhong Lighting P)\Fvq3K3:6~KAMt:6~KAMDiffuseColorzDiffuseColor : RtFloat4 - The four component vector or color F 1+5?N>/B303R]JĀ7tR]JĀ7SpecularColor|SpecularColor : RtFloat4 - The four component vector or color F 1+5?N>/B3 3vJ ~~tvJ ~~ShininessdShininess : RtFloat - Scalar floating point value F 1+5?N>/B3)3$&*2HӁdńt$&*2HӁdńNormalVectorjNormalVector : RtFloat3 - The three component vector F 1+5?N>/B333Z[G {/,tZ[G {/,EyeDirectionjEyeDirection : RtFloat3 - The three component vector F 1+5?N>/B383 zE%Sft zE%SfLightDirectionnLightDirection : RtFloat3 - The three component vector F 1+5?N>/B30>3w!XCLtw!XCLLightColorvLightColor : RtFloat4 - The four component vector or color F 1+5?N>/B3B3 B#A)[(dT B#A)[(dResultColorxResultColor : RtFloat4 - The four component vector or color F 1+5?N>/043A34W}@O{%%%u5E b-1OSM n"(XFҦVLE2Data, 1 %%u5E b>g'JNjn*pFCLb@d@?4W}@O{(XFҦV>g'JNjn*pFCLb@d@?Z[G {/,:6~KAM B#A)[(dP)\Fvq3wk0.DX?_|X?dK;,w!XCL$&*2HӁdńvJ ~~-1OSM n 럆L<_ї0 zE%SfR]JĀ7/|V FK|2ShaderInput?ڵfA'7(03%dLrQn033piDM7^@A툷p1M@o=03}E[2CV)K33`MOWIB"ѥ)3HtO{/( qQ@Rj03ҥY@e&83B_;OKFJ*r3HRSEpFC0>3~__um1CR¬5ٻzEuSSaI7֏b"34W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1y"WMB])5FYPx*yI#h"mO('B_;OKFJ*rڳVܯ]FՃ尲+%tsxi_GetInputLightDistRtFloat qQ@RjڳVܯ]FՃ尲'!tsxi_GetInputAlphaRtFloatp1M@o=ڳVܯ]FՃ尲,&tsxi_GetInputTexCoordsRtFloat3^@A툷ڳVܯ]FՃ尲+%tsxi_GetInputPositionRtFloat4)5FYP%%u5E b>g'JNjn*pFC`@0@?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*yI(XFҦV>g'JNjn*pFC`@0@?#h"mO('ҥY@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]}E[2CV)ڳVܯ]FՃ尲("tsxi_GetInputColorRtFloat4-1OSM n 럆L<_ї0HtO{/(ڳVܯ]FՃ尲*$tsxi_GetInputTangentRtFloat3piDM7ڳVܯ]FՃ尲)#tsxi_GetInputEyeDistRtFloat]IDjdct3InputColor3"uI̎4)]t"uI̎4)] ColorInput color -n,Njlpg*30*30*3\PtIL;I1T\PtIL;I1ColorBrickColor brick F 1+5?N>/03*3q\W D ɭtq\W D ɭoColorOutput color -n,Njlpg0+3GqiFE0IN p0*3+34W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1GqiFE0IN SPECULARCOLOR\PtIL;I1"uI̎4)]%%u5E b>g'JNjn*pFX@@b@X@?4W}@O{(XFҦV>g'JNjn*pFX@@b@X@?q\W D ɭ-1OSM n 럆L<_ї0z€ L&  4InputFloat-3+kCY5]BtOp.3/3/3uM@n;LAP 3.3\/3Kf͈,p0/3GqiFE0IN p/30034W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1GqiFE0IN SHININESS%%u5E b>g'JNjn*pFPb@X@?4W}@O{+kCY5]BtOA(XFҦV>g'JNjn*pFPb@X@?uM@n;LA\/3Kf͈,?-1OSM n 럆L<_ї0fC{o4ShaderModel023qΤIGGIPJ3043C/-~CxrEtC/-~CxrE Color$Input color brick F 1+5?N>/023434W}@O{$%%u5E b-1OSM n"(XFҦVLE2Data, 1%%u5E b>g'JNjn*pF DA`@P@?4W}@O{(XFҦV>g'JNjn*pF DA`@P@?C/-~CxrE-1OSM n 럆L<_ї0qΤIGGI܂dKu=5TextureAlpha63.;]kI 忞@"D3P3ppp0734W}@O{$(XFҦV"93S^M~b 20:3L QNIM5G&:3L QNIM5G&(XFҦV>g'JNjn*pFnX@1@C C?S^M~b nEInputBitmap:3L QNIM5G&p0<3;3;35%Kլy|T5%Kլy|SamplerBrickBitmap brick (TpFޚ@'-0<3Q])JNЈtQ])JNЈoBitmapOutput bitmap eSBgc<3GqiFE0IN p;3>3A ?gŘrtA ?gŘrMinFilterbMinification filter (Point, Linear, Anisotropic);3?35 B%OKt5 B%OKMagFilterdMagnification filter (Point, Linear, Anisotropic);30@3Muf2BޠQTtMuf2BޠQTMipFilter^Mipmapping filter (Point, Linear, Anisotropic);3@3 T?cCx%Kt T?cCx%KU_AddressModexU Addressing mode (Wrap, Mirror, Clamp, Border, MirrorOnce);30A3QnfM9M$ tQnfM9M$ V_AddressModexV Addressing mode (Wrap, Mirror, Clamp, Border, MirrorOnce);3C39QbJF}~b{t9QbJF}~b{Border colorBorder color -n,Njlpg;30D3TKAIzc(tTKAIzc(MaxAnisotropy2Maximum anisotropy level;30F3 b/IG t b/IG MipMapLODBias"Mip map LOD Bias;30E3ЎeJf6KtЎeJf6KMaxMipLevel*Maximum mipmap level;3=3hdzCqIjAthdzCqIjA$EnableCompressionEnable the DirectX texture compression to save memory and increase speed (details of the texture might be decreased) ;3E3oC~Oܝ3 toC~Oܝ3  GenerateMipMapsPGenerate mip-maps to increase the speed ;3D34W}@O{$(XFҦV"L QNIM5G&5%Kլy|GqiFE0IN 9QbJF}~b{-n,Njlpg????Q])JNЈQnfM9M$  Wrap b/IG hdzCqIjA ЎeJf6KoC~Oܝ3 (XFҦV>g'JNjn*pF&BX@1@?5 B%OKAnisotropicMuf2BޠQTLinearA ?gŘrAnisotropicTKAIzc( T?cCx%K WrapWG.3;WShaderAlpha0N3S^M~b P93N3;MF~Bt;MF~B Alpha$Input alpha brick F 1+5?N>/0N3P34W}@O{$(XFҦV"(XFҦV>g'JNjn*pF$DlBb@@T@?S^M~b ;MF~B/|V FK|0ShaderInput?ڵfA'7(%dLrQn0piDM7^@A툷0H3p1M@o=+}E[2CV)`MOWIB"ѥHtO{/( qQ@RjҥY@e&B_;OKFJ*rHRSEpFC~__um1CR¬5ٻzEuSSaI7֏by"WMB])5FYPx*yI#h"mO('p4W}@O{$(XFҦV"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)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 RtFloat4x4x*yIڳVܯ]FՃ尲0*tsxi_GetInputWorldToClip RtFloat4x4(XFҦV>g'JNjn*pF&eCX@1@??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_GetInputTangentRtFloat3piDM7ڳVܯ]FՃ尲)#tsxi_GetInputEyeDistRtFloatL{0nBg)`! $"Tex2D_ProjectionP)\Fvq3-r BKHOj "Ѱtr BKHOj "ѰSampler2DlSampler2D : RtSampler2D - The two dimensional sampler (TpFޚ@'p+sp;H~, tsp;H~, vTexCoord3fvTexCoord3 : RtFloat3 - The three component vector F 1+5?N>/p n2B5INYt n2B5INYsProjectionhsProjection : RtFloat - Scalar floating point value F 1+5?N>/ppFks J|TFks J|vTextureColor4~vTextureColor4 : RtFloat4 - The four component vector or color F 1+5?N>/4W}@O{$(XFҦV"sp;H~, (XFҦV>g'JNjn*pF@$Cb@@T@?P)\Fvq3wk0.DX?_OJ]8<ar BKHOj "Ѱ n2B5INYFks J|L{0nBg)`! *VectorFromComponentsP)\Fvq3Gx:G<l5tGx:G<l5XTX : RtFloat - Scalar floating point value F 1+5?N>/ LDs(et LDs(eYTY : RtFloat - Scalar floating point value F 1+5?N>/?8[GVTIt?8[GVTIZTZ : RtFloat - Scalar floating point value F 1+5?N>/"PZKLьt"PZKLьWTW : RtFloat - Scalar floating point value F 1+5?N>/JN۪BP TJN۪BP ResultnResult : RtFloat4 - The four component vector or color F 1+5?N>/N3p4W}@O{$(XFҦV""PZKLь?8[GVTI LDs(eGx:G<l5(XFҦV>g'JNjn*pFC@b@@X@?JN۪BP P)\Fvq3wk0.DX?_JEG0L{0nBg)`! &VectorToComponentsP)\Fvq3snrvX@,jtsnrvX@,j InputlInput : RtFloat4 - The four component vector or color F 1+5?N>/p-pp}UCCbt}UCCbXTX : RtFloat - Scalar floating point value F 1+5?N>/p- kݤNqLkhɯt kݤNqLkhɯYTY : RtFloat - Scalar floating point value F 1+5?N>/pb,CIkM}putb,CIkM}puZTZ : RtFloat - Scalar floating point value F 1+5?N>/pe/p4W}@O{$(XFҦV"}UCCb(XFҦV>g'JNjn*pF"CAb@@\@?P)\Fvq3wk0.DX?_ 6 Lrk47b,CIkM}pu kݤNqLkhɯsnrvX@,jeg'JNjn*pFC\Bb@X@?5OD.GWf54W}@O{(XFҦV>g'JNjn*pFn9Cb@@\@?.;]kI 忞@-1OSM n 럆L<_ї0/|V FK|\<ShaderInput?ڵfA'7(%dLrQn0piDM7^@A툷p1M@o= }E[2CV)`MOWIB"ѥHtO{/( qQ@RjҥY@e&B_;OKFJ*rHRSEpFC~__um1CR¬5ٻzEuSSaI7֏bp&4W}@O{$%%u5E b-1OSM n#(XFҦVLE2Data, 1y"WMB])5FYPx*yI#h"mO('B_;OKFJ*rڳVܯ]FՃ尲+%tsxi_GetInputLightDistRtFloat qQ@RjڳVܯ]FՃ尲'!tsxi_GetInputAlphaRtFloatp1M@o=ڳVܯ]FՃ尲,&tsxi_GetInputTexCoordsRtFloat3^@A툷ڳVܯ]FՃ尲+%tsxi_GetInputPositionRtFloat4)5FYP%%u5E b>g'JNjn*pFCC`@0@?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*yI(XFҦV>g'JNjn*pFCC`@0@?#h"mO('ҥY@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]}E[2CV)ڳVܯ]FՃ尲("tsxi_GetInputColorRtFloat4-1OSM n 럆L<_ї0HtO{/(ڳVܯ]FՃ尲*$tsxi_GetInputTangentRtFloat3piDM7ڳVܯ]FՃ尲)#tsxi_GetInputEyeDistRtFloat"YMڿ$ZߦShaderColorp"5OD.GWf5Ppp*C/-~CxrEpp"4W}@O{$%%u5E b-1OSM n#(XFҦVLE2Data, 1%%u5E b>g'JNjn*pFDB`@P@?5OD.GWf54W}@O{(XFҦV>g'JNjn*pFDB`@P@?C/-~CxrE-1OSM n 럆L<_ї0L{0nBg)`! 4"Color texture, 1P)\Fvq3p 1frHsOP5t 1frHsOP5ColorSamplerrColorSampler : RtSampler2D - The two dimensional sampler (TpFޚ@'i PR3HBPtPR3HBP&TextureCoordinatesvTextureCoordinates : RtFloat3 - The three component vector F 1+5?N>/iiz(J.ĎTz(J.Ď ColorlColor : RtFloat4 - The four component vector or color F 1+5?N>/p*i4W}@O{%%%u5E b-1OSM n#(XFҦVLE2Data, 1%%u5E b>g'JNjn*pFCB`@T@?z(J.Ď4W}@O{(XFҦV>g'JNjn*pFCB`@T@?P)\Fvq3wk0.DX?_К~k,J6 PR3HBP 1frHsOP5-1OSM n 럆L<_ї0nEInputBitmapgL QNIM5G&pogg5%Kլy|PpoQ])JNЈpkGqiFE0IN pgpA ?gŘrpgp5 B%OKpgqMuf2BޠQTpgo T?cCx%KpgnQnfM9M$ pgn9QbJF}~b{pgmTKAIzc(pgl b/IG pglЎeJf6KpgmhdzCqIjApgkoC~Oܝ3 pgj4W}@O{$%%u5E b-1OSM n#(XFҦVLE2Data, 19QbJF}~b{-n,Njlpg????GqiFE0IN DIFFUSEMAP5%Kլy|L QNIM5G&%%u5E b>g'JNjn*pFB`Bb@u@?QnfM9M$  WrapQ])JNЈhdzCqIjA  b/IG 4W}@O{ЎeJf6K(XFҦV>g'JNjn*pFB`Bb@u@?oC~Oܝ3 Muf2BޠQTAnisotropic5 B%OKAnisotropicA ?gŘrAnisotropicTKAIzc(-1OSM n 럆L<_ї0 T?cCx%K WrapnEInputBitmapL QNIM5G&p5%Kլy|pQ])JNЈP0:3pGqiFE0IN pA ?gŘrp5 B%OKpMuf2BޠQTp T?cCx%KpQnfM9M$ p9QbJF}~b{pTKAIzc(p b/IG pЎeJf6KphdzCqIjApoC~Oܝ3 p4W}@O{$(XFҦV"9QbJF}~b{-n,Njlpg????GqiFE0IN 5%Kլy|L QNIM5G&QnfM9M$  WrapQ])JNЈhdzCqIjA  b/IG ЎeJf6KoC~Oܝ3 (XFҦV>g'JNjn*pFb@t@?Muf2BޠQTLinear5 B%OKAnisotropicA ?gŘrAnisotropicTKAIzc( T?cCx%K Wrap8ʯȥJH|o7 gH]kDwP `d8pM*#ͺOT/tfѭ8Lwb"qE