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mdl 1.6;
import ::math::*;
import ::state::*;
import ::tex::*;
import ::anno::*;
using .::OmniUe4Function import *;
using .::OmniUe4Translucent import *;
export annotation sampler_color();
export annotation sampler_normal();
export annotation sampler_grayscale();
export annotation sampler_alpha();
export annotation sampler_masks();
export annotation sampler_distancefield();
export annotation dither_masked_off();
export annotation world_space_normal();
export material DayMaterial(
float Flat = 1.0
[[
anno::display_name("Flat"),
anno::ui_order(32)
]],
uniform texture_2d img = texture_2d("./Textures/white.png",::tex::gamma_srgb)
[[
anno::display_name("img"),
anno::ui_order(32),
sampler_color()
]],
int MaxTexCoordIndex = 3
[[
anno::hidden()
]])
=
let {
float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
float3 Normal_mdl = float3(0.0,0.0,1.0);
float4 Local0 = tex::lookup_float4(img,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
float3 Local1 = (Flat * float3(Local0.x,Local0.y,Local0.z));
float3 EmissiveColor_mdl = Local1;
float Opacity_mdl = Local0.w;
float OpacityMask_mdl = (math::saturate(Local0.w) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f;
float3 BaseColor_mdl = float3(0.0,0.0,0.0);
float Metallic_mdl = 0.0;
float Specular_mdl = 0.5;
float Roughness_mdl = 0.5;
float2 Refraction_mdl = float2(float2(1.0,0.0).x,float2(1.0,0.0).x);
} in
::OmniUe4Translucent(
base_color: BaseColor_mdl,
metallic: Metallic_mdl,
roughness: Roughness_mdl,
specular: Specular_mdl,
normal: Normal_mdl,
opacity: Opacity_mdl,
opacity_mask: OpacityMask_mdl,
emissive_color: EmissiveColor_mdl,
displacement: WorldPositionOffset_mdl,
refraction: Refraction_mdl.x,
two_sided: false);