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      "type": "RaymarchProcedural",
      "variables": {
        "branch_name": "RaymarchProcedural",
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          {
            "name": "albedo texture",
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            "value": {
              "resource_name": "",
              "resource_type": 14
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          {
            "name": "emissive texture",
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          {
            "name": "metalic roughness texture",
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            "uuid": 1643275002882,
            "value": {
              "text": "\n//#define MATERIAL_OVERRIDE_ALBEDO\n//vec4 getMaterialAlbedo(vec3 worldCoords, vec3 localCoords)\n//{\n//\treturn vec4(1.0);\n//}\n\n//#define MATERIAL_OVERRIDE_ROUGHNESS\n//float getMaterialRoughness(vec3 worldCoords, vec3 localCoords)\n//{\n//\treturn 1.0;\n//}\n\n//#define MATERIAL_OVERRIDE_METALNESS\n//float getMaterialMetalness(vec3 worldCoords, vec3 localCoords)\n//{\n//\treturn 1.0;\n//}\n\n"
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            "name": "Program",
            "type": 12,
            "uuid": 1642741934080,
            "value": {
              "text": "\n#extension GL_ARB_conservative_depth: require\n\n#include <shaders/materials/commons.glsl>\n\nin vec3 vNorm;\nin vec3 vLocalPos;\nin vec4 vCoords;\nin vec4 vWorldPos;\nin vec3 vWorldNorm;\nin vec4 vsColor;\nin vec3 vsCameraPosition;\n\nuniform vec4 colorDiffuse;\nuniform int materialId;\nuniform int materialIndex;\n\nuniform mat4 mModel;\nuniform mat4 mModelInv;\nuniform vec4 vModelview[3];\nuniform vec4 vModelviewInv[3];\nuniform mat4 mProjection;\n\n//uniform vec3 vCameraPosition;\n\n#ifndef SHADOWMAP_PASS\nlayout(location = 0) out vec4 outAlbedo;\nlayout(location = 1) out uint outNormalMaterial;\nlayout(location = 2) out uint outMetalnessRoughnessMeterial;\n#endif\n\nlayout (depth_any) out float gl_FragDepth;\n\nuniform int gUseDerivedNormal = 0;\nuniform int gMaterialMode = 0;\n\n#include <shaders/materials/material_overrides.glsl>\n\n#define STEPS 64\n#define EPS 0.01\n#define FAR 21.0\n#define TAU 6.28318530718\n\nfloat knot(vec3 p, float k)\n{\n    float r = length(p.xy);\n    float oa, a = atan(p.y, p.x); oa = k*a;\n    a = mod(a, 0.001*TAU) - 0.001*TAU/2.0;\n    p.xy = r*vec2(cos(a), sin(a)); p.x -= 6.0;\n    p.xz = cos(oa)*p.xz + sin(oa)*vec2(-p.z, p.x);\n    p.x = abs(p.x) - 1.35; \n    return length(p) - 0.5;\n}\n\nfloat doModel(vec3 p)\n{\n\t// sphere intersection for testing\n\treturn length(vec2(length(p.xy) - 5.5, p.z)) - 2.1;\n\t//return knot(p, 4.0);\n//\treturn length(p - vec3(0.0, 0.0, 0.0)) - 10.0;\n}\n\nfloat calcIntersection(in vec3 ro, in vec3 rd, out vec4 color)\n{\n\tconst float maxd = 20000.0;         // max trace distance\n\tconst float precis = 0.001;        // precission of the intersection\n\tfloat h = precis;\n\tfloat t = 0.0;\n\tfloat res = -1.0;\n\tfor( int i=0; i<90; i++ )          // max number of raymarching iterations is 90\n\t{\n\t\tif( h<precis||t>maxd ) break;\n\t\tvec3 p = ro + rd * t;\n\t\th = doModel(p);\n\t\tt += h;\n\t}\n\n\tif( t<maxd )\n\t{\n\t\tres = t;\n\t\tcolor = vec4(1.0);\n\t}\n\treturn res;\n}\nvec3 calculateNormal(in vec3 pos)\n{\n    vec3 eps = vec3(0.00001,0.0,0.0);\n\treturn normalize( vec3(\n           doModel(pos+eps.xyy).x - doModel(pos-eps.xyy).x,\n           doModel(pos+eps.yxy).x - doModel(pos-eps.yxy).x,\n           doModel(pos+eps.yyx).x - doModel(pos-eps.yyx).x ) );\n}\n\nvoid main() {\n\n#ifndef SHADOWMAP_PASS\n\n\tMaterialPropertiesGPU material = materials.material_properties[materialIndex];\n\n\t// output normal only\n\tfloat g = vNorm.z * 0.5 + 0.5;\n\tvec3 worldNorm = vWorldNorm;\n\n\tif ((material.flags & MaterialFlag_Flat) != 0)\n\t{\n\t\tvec3 dFdxPos = dFdx(vWorldPos.xyz);\n\t\tvec3 dFdyPos = dFdy(vWorldPos.xyz);\n\t\tworldNorm = normalize(cross(dFdyPos, dFdxPos));\n\t}\n\n\tvec3 normal = worldNorm;\n\tnormal = getMaterialNormal(normal, vWorldPos.xyz, vLocalPos.xyz);\n\n\toutNormalMaterial = encode_normal_material(normal, materialId);\n\toutAlbedo = vec4(getMaterialAlbedo(vWorldPos.xyz, vLocalPos.xyz).rgb, 1.0);\n\n\tfloat roughness = material.roughness;\n\troughness = getMaterialRoughness(roughness, vWorldPos.xyz, vLocalPos.xyz);\n\n#endif\n\n\tvec4 cp = vec4(vLocalPos.xyz, 1.0);\n\tvec3 ro = vsCameraPosition;\n\n\tvec4 rd0 = vec4(normalize(vLocalPos.xyz - ro.xyz), 0.0);\n\tvec3 rd = rd0.xyz;\n\n\tvec4 color = vec4(1.0);\n\tfloat intersection = calcIntersection(ro, rd, color);\n\tif (intersection > 0.0)\n\t{\n\t\tvec3 ri = ro + intersection * rd;\n\t\tvec3 normal = normalize((mModel * vec4(calculateNormal(ri), 0.0)).xyz);\n\n\t\tvec4 rii = vec4(ri, 1.0);\n\t\tri.x = dot(vModelview[0], rii);\n\t\tri.y = dot(vModelview[1], rii);\n\t\tri.z = dot(vModelview[2], rii);\n\n\t\tfloat depth = (mProjection * vec4(ri, 1.0)).z / (mProjection * vec4(ri, 1.0)).w;\n\n\t\tfloat near = -1.0;\t// this is depth range, not the projection\n\t\tfloat far = 1.0;\n\t\tdepth =  (((far - near) * depth) + near + far) / 2.0;\n\n\t\tgl_FragDepth = depth;\n\n#ifndef SHADOWMAP_PASS\n\t\toutAlbedo.rgb = vec3(1.0);//fract(ri * 0.1);\n\t\toutNormalMaterial = encode_normal_material(normal, materialId);\n#endif\n\t}\n\telse\n\t\tdiscard;\n\n#ifndef SHADOWMAP_PASS\n\n\t// output\n\toutMetalnessRoughnessMeterial = encode_metalness_roughness_material(material.metalness, roughness, materialIndex);\n\n#endif\n}\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n"
            }
          },
          {
            "name": "Program Vertex",
            "type": 12,
            "uuid": 1642772333568,
            "value": {
              "text": "\n\n#include <shaders/materials/commons.glsl>\n\nuniform mat4 mModel;\nuniform mat4 mModelInv;\nuniform vec4 vModelview[3];\nuniform vec4 vModelviewInvTrans[3];\nuniform mat4 mProjection;\n\nuniform vec3 vCameraPosition;\n\nuniform int g_instances_stride = 0;\nlayout(std430) buffer InstanceBuffer\n{\n\tvec4 transformation[];\n} g_instances;\n\nlayout(std430) buffer VTXCoords {\n\tfloat coords[];\n} vtx_coords;\n\nvec3 vtx_coords_load(uint idx)\n{\n\treturn vec3(vtx_coords.coords[idx * 3 + 0], vtx_coords.coords[idx * 3 + 1], vtx_coords.coords[idx * 3 + 2]);\n}\n\nlayout(std430) buffer VTXNormals {\n\tfloat normals[];\n} vtx_normals;\n\nvec3 vtx_normals_load(uint idx)\n{\n\treturn vec3(vtx_normals.normals[idx * 3 + 0], vtx_normals.normals[idx * 3 + 1], vtx_normals.normals[idx * 3 + 2]);\n}\n\nlayout(std430) buffer VTXAlbedo {\n\tfloat albedo[];\n} vtx_albedo;\n\nvec3 vtx_albedo_load(uint idx)\n{\n\treturn vec3(vtx_albedo.albedo[idx * 3 + 0] , vtx_albedo.albedo[idx * 3 + 1], vtx_albedo.albedo[idx * 3 + 2]);\n}\n\nuniform int vtx_builtin_buffers = 0;\n\nout vec4 vCoords;\n\nout vec3 vNorm;\nout vec3 vWorldNorm;\nout vec3 vLocalPos;\nout vec4 vWorldPos;\nout vec4 vsColor;\nout vec3 vsCameraPosition;\n\n\nvoid main() {\n\t\n\tvec3 pos = vtx_coords_load(gl_VertexID);\n\tvec3 norm = vec3(1.0, 0.0, 0.0);\n\t\n\tif ((vtx_builtin_buffers & VTXBuiltinAttribute_Normals) != 0)\n\t\tnorm = vtx_normals_load(gl_VertexID);\n\n\t{\n\t\tvec4 inst_m0 = g_instances.transformation[gl_InstanceID * g_instances_stride + 0];\n\t\tvec4 inst_m1 = g_instances.transformation[gl_InstanceID * g_instances_stride + 1];\n\t\tvec4 inst_m2 = g_instances.transformation[gl_InstanceID * g_instances_stride + 2];\n\n\t\tvec4 v = vec4(pos, 1.0);\n\t\tpos.x = dot(inst_m0, v);\n\t\tpos.y = dot(inst_m1, v);\n\t\tpos.z = dot(inst_m2, v);\n\t}\n\tpos *= 20.0;\n\tvLocalPos = pos;\n\t\n\tvec4 vPos1 = vec4(pos, 1.0);\n\tvec4 vPos;\n\tvPos.x = dot(vModelview[0], vPos1);\n\tvPos.y = dot(vModelview[1], vPos1);\n\tvPos.z = dot(vModelview[2], vPos1);\n\tvPos.w = 1.0;\n\tvWorldPos = mModel * vPos1;\n\tvWorldNorm = (mModel * vec4(norm, 0.0)).xyz;\n\tvWorldNorm = normalize(vWorldNorm);\n\n\tvNorm.x = dot(vModelviewInvTrans[0].xyz, norm);\n\tvNorm.y = dot(vModelviewInvTrans[1].xyz, norm);\n\tvNorm.z = dot(vModelviewInvTrans[2].xyz, norm);\n\tvNorm = normalize(vNorm);//vNormal;\n\n\tvNorm = norm;\n\n\t//vPos = vec4(vProjection.x * vPos.x, vProjection.y * vPos.y, dot(vProjection.zw, vPos.zw), -vPos.z);\t\n\tvCoords = vPos;\n\tvPos = mProjection * vPos;\n\tgl_Position = vPos;\n\n\tvsColor = vec4(1.0);\n\tif ((vtx_builtin_buffers & VTXBuiltinAttribute_Albedo) != 0)\n\t\tvsColor = vec4(vtx_albedo_load(gl_VertexID), 1.0);\n\t\t\n\tvsCameraPosition = (mModelInv * vec4(vCameraPosition, 1.0)).xyz;\n}\n\n\n\n\n\n\n\n\n\n\n"
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    {
      "id": 36,
      "name": "RaymarchProcedural",
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      ],
      "parent_id": 0,
      "type": "RaymarchProcedural",
      "variables": {
        "branch_name": "RaymarchProcedural",
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              "g": 1.0,
              "r": 1.0
            }
          },
          {
            "name": "emmisive",
            "type": 4,
            "value": {
              "a": 0.0,
              "b": 0.23100000619888306,
              "g": 0.0,
              "r": 0.027000000700354576
            }
          },
          {
            "name": "transparency",
            "type": 0,
            "value": {
              "v": 0.0
            }
          },
          {
            "name": "roughness",
            "type": 0,
            "value": {
              "v": 0.8291320204734802
            }
          },
          {
            "name": "metalness",
            "type": 0,
            "value": {
              "v": 0.0
            }
          },
          {
            "name": "flat",
            "type": 9,
            "value": {
              "v": 0.0
            }
          },
          {
            "name": "doublesided",
            "type": 9,
            "value": {
              "v": 0.0
            }
          },
          {
            "name": "reflective",
            "type": 9,
            "value": {
              "v": 0.0
            }
          },
          {
            "name": "ssr",
            "type": 9,
            "value": {
              "v": 0.0
            }
          },
          {
            "name": "material",
            "type": 8,
            "value": {
              "material_name": "flat"
            }
          },
          {
            "name": "albedo texture",
            "type": 10,
            "value": {
              "resource_name": "",
              "resource_type": 14
            }
          },
          {
            "name": "emissive texture",
            "type": 10,
            "value": {
              "resource_name": "",
              "resource_type": 14
            }
          },
          {
            "name": "metalic roughness texture",
            "type": 10,
            "value": {
              "resource_name": "",
              "resource_type": 14
            }
          },
          {
            "name": "normal texture",
            "type": 10,
            "value": {
              "resource_name": "",
              "resource_type": 14
            }
          },
          {
            "name": "shader",
            "type": 12,
            "value": {
              "text": "\n//#define MATERIAL_OVERRIDE_ALBEDO\n//vec4 getMaterialAlbedo(vec3 worldCoords, vec3 localCoords)\n//{\n//\treturn vec4(1.0);\n//}\n\n//#define MATERIAL_OVERRIDE_ROUGHNESS\n//float getMaterialRoughness(vec3 worldCoords, vec3 localCoords)\n//{\n//\treturn 1.0;\n//}\n\n//#define MATERIAL_OVERRIDE_METALNESS\n//float getMaterialMetalness(vec3 worldCoords, vec3 localCoords)\n//{\n//\treturn 1.0;\n//}\n"
            }
          },
          {
            "name": "Scale",
            "type": 5,
            "value": {
              "x": 20.0,
              "y": 20.0,
              "z": 20.0
            }
          },
          {
            "name": "Rotation",
            "type": 5,
            "value": {
              "x": 0.0,
              "y": 777.0,
              "z": 0.0
            }
          },
          {
            "name": "Position",
            "type": 5,
            "value": {
              "x": 13.0,
              "y": -10.0,
              "z": 79.0
            }
          },
          {
            "name": "Output Depth",
            "type": 9,
            "value": {
              "v": 1.0
            }
          },
          {
            "name": "Hidden",
            "type": 9,
            "value": {
              "v": 0.0
            }
          },
          {
            "name": "Program",
            "type": 12,
            "uuid": 1643275002881,
            "value": {
              "text": "\n#extension GL_ARB_conservative_depth: require\n\n#include <shaders/materials/commons.glsl>\n\nin vec3 vNorm;\nin vec3 vLocalPos;\nin vec4 vCoords;\nin vec4 vWorldPos;\nin vec3 vWorldNorm;\nin vec4 vsColor;\nin vec3 vsCameraPosition;\n\nuniform vec4 colorDiffuse;\nuniform int materialId;\nuniform int materialIndex;\n\nuniform mat4 mModel;\nuniform mat4 mModelInv;\nuniform vec4 vModelview[3];\nuniform vec4 vModelviewInv[3];\nuniform mat4 mProjection;\n\n//uniform vec3 vCameraPosition;\n\n#ifndef SHADOWMAP_PASS\nlayout(location = 0) out vec4 outAlbedo;\nlayout(location = 1) out uint outNormalMaterial;\nlayout(location = 2) out uint outMetalnessRoughnessMeterial;\n#endif\n\nlayout (depth_any) out float gl_FragDepth;\n\nuniform int gUseDerivedNormal = 0;\nuniform int gMaterialMode = 0;\n\n#include <shaders/materials/material_overrides.glsl>\n\n#define STEPS 64\n#define EPS 0.01\n#define FAR 21.0\n#define TAU 6.28318530718\n\n\n// Mandelbulb\n//\n//\n\nfloat stime, ctime;\n void ry(inout vec3 p, float a){  \n \tfloat c,s;vec3 q=p;  \n  \tc = cos(a); s = sin(a);  \n  \tp.x = c * q.x + s * q.z;  \n  \tp.z = -s * q.x + c * q.z; \n } \n\nfloat pixel_size = 0.0;\n\n/* \n\nz = r*(sin(theta)cos(phi) + i cos(theta) + j sin(theta)sin(phi)\n\nzn+1 = zn^8 +c\n\nz^8 = r^8 * (sin(8*theta)*cos(8*phi) + i cos(8*theta) + j sin(8*theta)*sin(8*theta)\n\nzn+1' = 8 * zn^7 * zn' + 1\n\n*/\n\nvec3 mb(vec3 p) {\n\tp.xyz = p.xzy;\n\tvec3 z = p;\n\tvec3 dz=vec3(0.0);\n\tfloat power = 8.0;\n\tfloat r, theta, phi;\n\tfloat dr = 1.0;\n\t\n\tfloat t0 = 1.0;\n\tfor(int i = 0; i < 7; ++i) {\n\t\tr = length(z);\n\t\tif(r > 2.0) continue;\n\t\ttheta = atan(z.y / z.x);\n        #ifdef phase_shift_on\n\t\tphi = asin(z.z / r) + iTime*0.1;\n        #else\n        phi = asin(z.z / r);\n        #endif\n\t\t\n\t\tdr = pow(r, power - 1.0) * dr * power + 1.0;\n\t\n\t\tr = pow(r, power);\n\t\ttheta = theta * power;\n\t\tphi = phi * power;\n\t\t\n\t\tz = r * vec3(cos(theta)*cos(phi), sin(theta)*cos(phi), sin(phi)) + p;\n\t\t\n\t\tt0 = min(t0, r);\n\t}\n\treturn vec3(0.5 * log(r) * r / dr, t0, 0.0);\n}\n\n vec3 f(vec3 p){\n     return mb(p);\n }\n \n \n\nfloat knot(vec3 p, float k)\n{\n    float r = length(p.xy);\n    float oa, a = atan(p.y, p.x); oa = k*a;\n    a = mod(a, 0.001*TAU) - 0.001*TAU/2.0;\n    p.xy = r*vec2(cos(a), sin(a)); p.x -= 6.0;\n    p.xz = cos(oa)*p.xz + sin(oa)*vec2(-p.z, p.x);\n    p.x = abs(p.x) - 1.35; \n    return length(p) - 0.5;\n}\n\nfloat doModel(vec3 p)\n{\n\t// sphere intersection for testing\n\treturn length(vec2(length(p.xy) - 5.5, p.z)) - 2.1;\n//\treturn knot(p, 4.0);\n\t//return length(p - vec3(0.0, 0.0, 0.0)) - 10.0;\n}\n\nfloat calcIntersection(in vec3 ro, in vec3 rd, out vec4 color)\n{\n    float t = 1.0;\n    float res_t = 0.0;\n    float res_d = 1000.0;\n    vec3 c, res_c;\n    float max_error = 1000.0;\n\tfloat d = 1.0;\n    float pd = 100.0;\n    float os = 0.0;\n    float step = 0.0;\n    float error = 1000.0;\n    float max_t = 1000.0;\n    \n    for( int i=0; i<48; i++ )\n    {\n        if( error < pixel_size*0.5 || t > max_t )\n        {\n            break;\n        }\n        else\n        {  // avoid broken shader on windows\n        \n            c = f(ro + rd*t);\n            d = c.x;\n\n            if(d > os)\n            {\n                os = 0.4 * d*d/pd;\n                step = d + os;\n                pd = d;\n            }\n            else\n            {\n                step =-os; os = 0.0; pd = 100.0; d = 1.0;\n            }\n\n            error = d / t;\n\n            if(error < max_error) \n            {\n                max_error = error;\n                res_t = t;\n                res_c = c;\n            }\n        \n            t += step;\n        }\n\n    }\n\tif( t>max_t/* || max_error > pixel_size*/ ) res_t=-1.0;\n\t\n\tfloat dc = pow(clamp(res_c.y, 0.0, 1.0), 0.55);\n\tcolor = vec4(dc, dc, dc, 1.0);\n\t\n\t\n    return res_t;// vec3(res_t, res_c.y, res_c.z);\n}\n\nvec3 calculateNormal(in vec3 pos)\n{\n    vec3 eps = vec3(0.005,0.0,0.0);\n\treturn normalize( vec3(\n           f(pos+eps.xyy).x - f(pos-eps.xyy).x,\n           f(pos+eps.yxy).x - f(pos-eps.yxy).x,\n           f(pos+eps.yyx).x - f(pos-eps.yyx).x ) );\n}\n\nvoid main() {\n\n#ifndef SHADOWMAP_PASS\n\n\tMaterialPropertiesGPU material = materials.material_properties[materialIndex];\n\n\t// output normal only\n\tfloat g = vNorm.z * 0.5 + 0.5;\n\tvec3 worldNorm = vWorldNorm;\n\n\tif ((material.flags & MaterialFlag_Flat) != 0)\n\t{\n\t\tvec3 dFdxPos = dFdx(vWorldPos.xyz);\n\t\tvec3 dFdyPos = dFdy(vWorldPos.xyz);\n\t\tworldNorm = normalize(cross(dFdyPos, dFdxPos));\n\t}\n\n\tvec3 normal = worldNorm;\n\tnormal = getMaterialNormal(normal, vWorldPos.xyz, vLocalPos.xyz);\n\n\toutNormalMaterial = encode_normal_material(normal, materialId);\n\toutAlbedo = vec4(getMaterialAlbedo(vWorldPos.xyz, vLocalPos.xyz).rgb, 1.0);\n\n\tfloat roughness = material.roughness;\n\troughness = getMaterialRoughness(roughness, vWorldPos.xyz, vLocalPos.xyz);\n\n#endif\n\n\tvec4 cp = vec4(vLocalPos.xyz, 1.0);\n\tvec3 ro = vsCameraPosition;\n\n\tvec4 rd0 = vec4(normalize(vLocalPos.xyz - ro.xyz), 0.0);\n\tvec3 rd = rd0.xyz;\n\n\tvec4 color = vec4(1.0);\n\n\tfloat intersection = calcIntersection(ro, rd, color);\n\tif (intersection > 0.0)\n\t{\n\t\tvec3 ri = ro + intersection * rd;\n\t\tvec3 normal = normalize(-(mModel * vec4(calculateNormal(ri), 0.0)).xyz);\n\n\t\tvec4 rii = vec4(ri, 1.0);\n\t\tri.x = dot(vModelview[0], rii);\n\t\tri.y = dot(vModelview[1], rii);\n\t\tri.z = dot(vModelview[2], rii);\n\n\t\tfloat depth = (mProjection * vec4(ri, 1.0)).z / (mProjection * vec4(ri, 1.0)).w;\n\n\t\tfloat near = -1.0;\t// this is depth range, not the projection\n\t\tfloat far = 1.0;\n\t\tdepth =  (((far - near) * depth) + near + far) / 2.0;\n\n\t\tgl_FragDepth = depth;\n\n#ifndef SHADOWMAP_PASS\n\t\toutAlbedo.rgb = vec3(color);//fract(ri * 0.1);\n\t\toutNormalMaterial = encode_normal_material(normal, materialId);\n#endif\n\t}\n\telse\n\t{\n\t\tdiscard;\n\t}\n\n#ifndef SHADOWMAP_PASS\n\n\t// output\n\toutMetalnessRoughnessMeterial = encode_metalness_roughness_material(material.metalness, roughness, materialIndex);\n\n#endif\n}\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n"
            }
          },
          {
            "name": "Program Vertex",
            "type": 12,
            "uuid": 1643275002880,
            "value": {
              "text": "\n\n#include <shaders/materials/commons.glsl>\n\nuniform mat4 mModel;\nuniform mat4 mModelInv;\nuniform vec4 vModelview[3];\nuniform vec4 vModelviewInvTrans[3];\nuniform mat4 mProjection;\n\nuniform vec3 vCameraPosition;\n\nuniform int g_instances_stride = 0;\nlayout(std430) buffer InstanceBuffer\n{\n\tvec4 transformation[];\n} g_instances;\n\nlayout(std430) buffer VTXCoords {\n\tfloat coords[];\n} vtx_coords;\n\nvec3 vtx_coords_load(uint idx)\n{\n\treturn vec3(vtx_coords.coords[idx * 3 + 0], vtx_coords.coords[idx * 3 + 1], vtx_coords.coords[idx * 3 + 2]);\n}\n\nlayout(std430) buffer VTXNormals {\n\tfloat normals[];\n} vtx_normals;\n\nvec3 vtx_normals_load(uint idx)\n{\n\treturn vec3(vtx_normals.normals[idx * 3 + 0], vtx_normals.normals[idx * 3 + 1], vtx_normals.normals[idx * 3 + 2]);\n}\n\nlayout(std430) buffer VTXAlbedo {\n\tfloat albedo[];\n} vtx_albedo;\n\nvec3 vtx_albedo_load(uint idx)\n{\n\treturn vec3(vtx_albedo.albedo[idx * 3 + 0] , vtx_albedo.albedo[idx * 3 + 1], vtx_albedo.albedo[idx * 3 + 2]);\n}\n\nuniform int vtx_builtin_buffers = 0;\n\nout vec4 vCoords;\n\nout vec3 vNorm;\nout vec3 vWorldNorm;\nout vec3 vLocalPos;\nout vec4 vWorldPos;\nout vec4 vsColor;\nout vec3 vsCameraPosition;\n\n\nvoid main() {\n\t\n\tvec3 pos = vtx_coords_load(gl_VertexID);\n\tvec3 norm = vec3(1.0, 0.0, 0.0);\n\t\n\tif ((vtx_builtin_buffers & VTXBuiltinAttribute_Normals) != 0)\n\t\tnorm = vtx_normals_load(gl_VertexID);\n\n\t{\n\t\tvec4 inst_m0 = g_instances.transformation[gl_InstanceID * g_instances_stride + 0];\n\t\tvec4 inst_m1 = g_instances.transformation[gl_InstanceID * g_instances_stride + 1];\n\t\tvec4 inst_m2 = g_instances.transformation[gl_InstanceID * g_instances_stride + 2];\n\n\t\tvec4 v = vec4(pos, 1.0);\n\t\tpos.x = dot(inst_m0, v);\n\t\tpos.y = dot(inst_m1, v);\n\t\tpos.z = dot(inst_m2, v);\n\t}\n\tpos *= 2.5;\n\tvLocalPos = pos;\n\t\n\tvec4 vPos1 = vec4(pos, 1.0);\n\tvec4 vPos;\n\tvPos.x = dot(vModelview[0], vPos1);\n\tvPos.y = dot(vModelview[1], vPos1);\n\tvPos.z = dot(vModelview[2], vPos1);\n\tvPos.w = 1.0;\n\tvWorldPos = mModel * vPos1;\n\tvWorldNorm = (mModel * vec4(norm, 0.0)).xyz;\n\tvWorldNorm = normalize(vWorldNorm);\n\n\tvNorm.x = dot(vModelviewInvTrans[0].xyz, norm);\n\tvNorm.y = dot(vModelviewInvTrans[1].xyz, norm);\n\tvNorm.z = dot(vModelviewInvTrans[2].xyz, norm);\n\tvNorm = normalize(vNorm);//vNormal;\n\n\tvNorm = norm;\n\n\t//vPos = vec4(vProjection.x * vPos.x, vProjection.y * vPos.y, dot(vProjection.zw, vPos.zw), -vPos.z);\t\n\tvCoords = vPos;\n\tvPos = mProjection * vPos;\n\tgl_Position = vPos;\n\n\tvsColor = vec4(1.0);\n\tif ((vtx_builtin_buffers & VTXBuiltinAttribute_Albedo) != 0)\n\t\tvsColor = vec4(vtx_albedo_load(gl_VertexID), 1.0);\n\t\t\n\tvsCameraPosition = (mModelInv * vec4(vCameraPosition, 1.0)).xyz;\n}\n\n\n\n\n\n\n\n\n\n\n"
            }
          }
        ]
      },
      "visual": {
        "collapsed": {
          "v": false
        },
        "position": {
          "x": 742.0,
          "y": -31.0
        }
      }
    },
    {
      "id": 38,
      "inputs": [
        {
          "name": "obj"
        },
        {
          "name": "target obj"
        },
        {
          "name": "inst"
        },
        {
          "name": "vm"
        }
      ],
      "name": "Pistons",
      "outputs": [
        {
          "id": 43
        }
      ],
      "parent_id": 0,
      "type": "Meshrenderer",
      "variables": {
        "branch_name": "Pistons",
        "children": [
          {
            "branch_name": "materials",
            "children": [
              {
                "branch_name": "Material 0",
                "color": "#00000000",
                "open": true,
                "variables": [
                  {
                    "name": "diffuse",
                    "type": 4,
                    "value": {
                      "a": 0.5,
                      "b": 0.5529999732971191,
                      "g": 0.6859999895095825,
                      "r": 0.7529412508010864
                    }
                  },
                  {
                    "name": "emmisive",
                    "type": 4,
                    "value": {
                      "a": 0.0,
                      "b": 0.0,
                      "g": 0.0,
                      "r": 0.0
                    }
                  },
                  {
                    "name": "transparency",
                    "type": 0,
                    "value": {
                      "v": 0.42539700865745544
                    }
                  },
                  {
                    "name": "roughness",
                    "type": 0,
                    "value": {
                      "v": 0.10158699750900269
                    }
                  },
                  {
                    "name": "metalness",
                    "type": 0,
                    "value": {
                      "v": 0.0
                    }
                  },
                  {
                    "name": "flat",
                    "type": 9,
                    "value": {
                      "v": 0.0
                    }
                  },
                  {
                    "name": "doublesided",
                    "type": 9,
                    "value": {
                      "v": 1.0
                    }
                  },
                  {
                    "name": "reflective",
                    "type": 9,
                    "value": {
                      "v": 0.0
                    }
                  },
                  {
                    "name": "ssr",
                    "type": 9,
                    "value": {
                      "v": 0.0
                    }
                  },
                  {
                    "name": "material",
                    "type": 8,
                    "value": {
                      "material_name": "flat"
                    }
                  },
                  {
                    "name": "albedo texture",
                    "type": 10,
                    "value": {
                      "resource_name": "",
                      "resource_type": 14
                    }
                  },
                  {
                    "name": "emissive texture",
                    "type": 10,
                    "value": {
                      "resource_name": "",
                      "resource_type": 14
                    }
                  },
                  {
                    "name": "metalic roughness texture",
                    "type": 10,
                    "value": {
                      "resource_name": "",
                      "resource_type": 14
                    }
                  },
                  {
                    "name": "normal texture",
                    "type": 10,
                    "value": {
                      "resource_name": "",
                      "resource_type": 14
                    }
                  },
                  {
                    "name": "shader",
                    "type": 12,
                    "uuid": 1645431364608,
                    "value": {
                      "text": "\n//#define MATERIAL_OVERRIDE_ALBEDO\n//vec4 getMaterialAlbedo(vec3 worldCoords, vec3 localCoords)\n//{\n//\treturn vec4(1.0);\n//}\n\n//#define MATERIAL_OVERRIDE_ROUGHNESS\n//float getMaterialRoughness(vec3 worldCoords, vec3 localCoords)\n//{\n//\treturn 1.0;\n//}\n\n//#define MATERIAL_OVERRIDE_METALNESS\n//float getMaterialMetalness(vec3 worldCoords, vec3 localCoords)\n//{\n//\treturn 1.0;\n//}\n\n#define MATERIAL_OVERRIDE_NORMAL\nvec3 getMaterialNormal(vec3 normal, vec3 worldCoords, vec3 localCoords)\n{\n\treturn normal;\n}\n\n"
                    }
                  }
                ]
              }
            ],
            "color": "#00000000",
            "open": true
          }
        ],
        "color": "#00000000",
        "open": true,
        "variables": [
          {
            "name": "scale",
            "type": 5,
            "value": {
              "x": 0.019999999552965164,
              "y": 0.019999999552965164,
              "z": 0.019999999552965164
            }
          },
          {
            "name": "rotation",
            "type": 5,
            "value": {
              "x": 458.0,
              "y": -20.0,
              "z": 0.0
            }
          },
          {
            "name": "position",
            "type": 5,
            "value": {
              "x": 12.0,
              "y": -20.0,
              "z": 48.0
            }
          },
          {
            "name": "raytrace",
            "type": 9,
            "value": {
              "v": 1.0
            }
          },
          {
            "name": "voxelize",
            "type": 9,
            "value": {
              "v": 1.0
            }
          },
          {
            "name": "reflect",
            "type": 9,
            "value": {
              "v": 1.0
            }
          },
          {
            "name": "hidden",
            "type": 9,
            "value": {
              "v": 0.0
            }
          },
          {
            "name": "object",
            "type": 10,
            "value": {
              "resource_name": "pistons.lwo",
              "resource_type": 5
            }
          }
        ]
      },
      "visual": {
        "collapsed": {
          "v": false
        },
        "position": {
          "x": 761.0,
          "y": 572.0
        }
      }
    },
    {
      "id": 44,
      "name": "UV VertexModifier",
      "outputs": [
        {
          "id": 45
        }
      ],
      "parent_id": 0,
      "type": "VertexModifierUV",
      "variables": {
        "branch_name": "UV VertexModifier",
        "color": "#00000000",
        "open": true,
        "variables": [
          {
            "name": "Position",
            "type": 5,
            "value": {
              "x": 0.0,
              "y": 0.0,
              "z": 0.0
            }
          },
          {
            "name": "Stage",
            "type": 6,
            "value": {
              "v": 0.0
            }
          },
          {
            "name": "Shift",
            "type": 11,
            "value": {
              "x": 0.5,
              "y": 0.5
            }
          },
          {
            "name": "Scale",
            "type": 11,
            "value": {
              "x": 0.09000000357627869,
              "y": 0.09000000357627869
            }
          },
          {
            "name": "Rotation",
            "type": 5,
            "value": {
              "x": 0.0,
              "y": 0.0,
              "z": 0.0
            }
          },
          {
            "name": "Override Original",
            "type": 9,
            "value": {
              "v": 1.0
            }
          },
          {
            "name": "Override Plane",
            "type": 6,
            "value": {
              "v": 0.0
            }
          }
        ]
      },
      "visual": {
        "collapsed": {
          "v": false
        },
        "position": {
          "x": 581.0,
          "y": 381.0
        }
      }
    },
    {
      "id": 46,
      "name": "UV VertexModifier",
      "outputs": [
        {
          "id": 47
        }
      ],
      "parent_id": 0,
      "type": "VertexModifierUV",
      "variables": {
        "branch_name": "UV VertexModifier",
        "color": "#00000000",
        "open": true,
        "variables": [
          {
            "name": "Position",
            "type": 5,
            "value": {
              "x": 0.0,
              "y": 0.0,
              "z": 0.0
            }
          },
          {
            "name": "Stage",
            "type": 6,
            "value": {
              "v": 0.0
            }
          },
          {
            "name": "Shift",
            "type": 11,
            "value": {
              "x": 0.5,
              "y": 0.5
            }
          },
          {
            "name": "Scale",
            "type": 11,
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                    "name": "albedo texture",
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                    "value": {
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                      "resource_type": 14
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                  {
                    "name": "material",
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                  {
                    "name": "albedo texture",
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                      "text": "\n//#define MATERIAL_OVERRIDE_ALBEDO\n//vec4 getMaterialAlbedo(vec3 worldCoords, vec3 localCoords)\n//{\n//\treturn vec4(1.0);\n//}\n\n//#define MATERIAL_OVERRIDE_ROUGHNESS\n//float getMaterialRoughness(vec3 worldCoords, vec3 localCoords)\n//{\n//\treturn 1.0;\n//}\n\n//#define MATERIAL_OVERRIDE_METALNESS\n//float getMaterialMetalness(vec3 worldCoords, vec3 localCoords)\n//{\n//\treturn 1.0;\n//}\n"
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      "name": "NewLight",
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      ],
      "parent_id": 0,
      "type": "Light",
      "variables": {
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        "color": "#00000000",
        "open": true,
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          {
            "name": "roughness modifier",
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            "name": "shadowcasting",
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            "name": "volumetric",
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        "position": {
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    {
      "id": 84,
      "name": "Noise VertexModifier",
      "outputs": [
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        }
      ],
      "parent_id": 0,
      "type": "VertexModifierNoise",
      "variables": {
        "branch_name": "Noise VertexModifier",
        "color": "#00000000",
        "open": true,
        "variables": [
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          },
          {
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          {
            "name": "Relative to Modifier",
            "type": 9,
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          {
            "name": "Strength",
            "type": 5,
            "value": {
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          },
          {
            "name": "Noise Scale",
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          },
          {
            "name": "Noise Phase 3D",
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            "name": "program",
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            "value": {
              "text": "\n\n{\n\tvec3 ni = vtx_input.pos * {Name}_params.noise_scale;\n\tfloat n1 = snoise(ni + {Name}_params.noise_phase.xyz * 0.1 + {Name}_params.noise_phase.w * 0.0123);\n\tfloat n2 = 0.5 * snoise(0.5 * ni + {Name}_params.noise_phase.xyz * 0.1 + {Name}_params.noise_phase.w * 0.0217);\n\tvtx_input.pos += vtx_input.norm * (0.5 + n1 + n2) * {Name}_params.scale * 0.1;\n\tvtx_input.norm += (n1 + n2) * 0.1 * {Name}_params.scale;\n\tvtx_input.norm = normalize(vtx_input.norm);\n}\n\n"
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    {
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      "name": "Twist VertexModifier",
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      ],
      "parent_id": 0,
      "type": "VertexModifierTwist",
      "variables": {
        "branch_name": "Twist VertexModifier",
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          },
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}