SFX_WIN Version=24 GroupVersion=1.25 Advanced=1 HelpID=30 NumberOfNodes=14 #NT=10100 0 PC=12 name=1 v=5000 _TangentCamVec version=1 v=2003 1.25 posx=1 v=2003 29.9431 posy=1 v=2003 20.2118 classname=1 v=5000 Camera Vector Tangent Space submenuname=1 v=5000 Various bitmapnodeindex=1 v=2002 67 isadvanced=1 v=2001 1 helpid=1 v=2002 30 grpnodecolor=1 v=5012 5 grpPosX=1 v=2003 -836.576 grpPosY=1 v=2003 85.0356 group=-1 ISC=0 OSC=0 #NT=20090 0 PC=3 note=1 v=5000 WorldToTangent Matrix posx=1 v=2003 -67.3067 posy=1 v=2003 28.0494 group=0 ISC=3 SVT=5001 3002 1 SVT=5001 3002 2 SVT=5001 3002 3 OSC=1 SVT=5001 4600 4 CC=1 C=1 0 4 2 0 1 0 CPC=0 #NT=20016 0 PC=4 note=1 v=5000 World to Tangent multiply is in reverse order posx=1 v=2003 156.014 posy=1 v=2003 73.6386 flipglsl=1 v=2001 1 group=0 ISC=2 SVT=5001 4600 1 SVT=5001 3002 2 OSC=1 SVT=5001 3002 3 CC=1 C=2 0 3 3 1 2 0 CPC=0 #NT=20015 0 PC=4 note=1 v=5000 Store Tangent space Cam Vec in texcoord posx=1 v=2003 390.118 posy=1 v=2003 77.3682 texcoordname=1 v=5000 CameraVectorTangentSpace group=0 ISC=2 SVT=5001 5000 1 SVT=5001 3002 2 OSC=1 SVT=5001 3002 3 CC=2 C=3 0 3 4 0 0 0 CPC=0 C=3 0 3 5 0 1 0 CPC=0 #NT=10101 0 PC=2 posx=1 v=2003 1102.43 posy=1 v=2003 187.709 group=0 ISC=3 SVT=5001 3002 0 _TangentSpace SVT=5001 3002 0 _Normalized SVT=5001 1002 0 OSC=3 SVT=5001 3002 0 _TangentSpace CC=0 SVT=5001 3002 0 _Normalized CC=0 SVT=5001 1002 0 CC=0 #NT=20021 0 PC=3 name=1 v=5000 CamVecNorm posx=1 v=2003 626.043 posy=1 v=2003 196.592 group=0 ISC=1 SVT=5001 3002 1 OSC=1 SVT=5001 3002 2 CC=1 C=5 0 2 6 0 1 0 CPC=0 #NT=20111 0 PC=4 note=1 v=5000 Normalize only once per shader posx=1 v=2003 843.719 posy=1 v=2003 199.181 instanceidentifier=1 v=5000 CameraVectorTangentSpaceNormalized group=0 ISC=2 SVT=5001 3002 1 SVT=5001 1002 2 OSC=1 SVT=5001 3002 3 CC=1 C=6 0 3 4 1 0 0 CPC=0 #NT=20103 0 PC=2 posx=1 v=2003 -541.933 posy=1 v=2003 -30.8984 group=0 ISC=0 OSC=2 SVT=5001 3003 1 CC=0 SVT=5001 3002 2 CC=1 C=7 1 2 8 0 1 0 CPC=0 #NT=20016 0 PC=4 note=1 v=5000 Calculate WorldBiNormal seperate because we dont want to store in texcoord posx=1 v=2003 -327.968 posy=1 v=2003 11.4616 flipglsl=1 v=2001 1 group=0 ISC=2 SVT=5001 3002 1 SVT=5001 4600 2 OSC=1 SVT=5001 3002 3 CC=1 C=8 0 3 1 1 2 0 CPC=0 #NT=20061 0 PC=2 posx=1 v=2003 -541.391 posy=1 v=2003 79.1966 group=0 ISC=0 OSC=2 SVT=5001 4900 1 CC=0 SVT=5001 4600 2 CC=1 C=9 1 2 8 1 2 0 CPC=0 #NT=10100 1 Vertex World Tangent-Hw Shader Nodes-Inputs Common PC=9 name=1 v=5000 _WorldTangent version=1 v=2003 1.62 posx=1 v=2003 -337.789 posy=1 v=2003 -142.218 classname=1 v=5000 Vertex World Tangent submenuname=1 v=5000 Inputs Common bitmapnodeindex=1 v=2002 62 helpid=1 v=2002 28 grpnodecolor=1 v=5012 5 group=0 ISC=0 OSC=3 SVT=5001 3002 0 _WorldTangent CC=1 C=10 0 0 1 0 1 0 CPC=0 SVT=5001 3003 0 _WorldTangentVertShader CC=0 SVT=5001 1002 0 CC=0 #NT=10100 1 Vertex World Normal-Hw Shader Nodes-Inputs Common PC=9 name=1 v=5000 _WorldNormal version=1 v=2003 1.63 posx=1 v=2003 -324.159 posy=1 v=2003 147.738 classname=1 v=5000 Vertex World Normal submenuname=1 v=5000 Inputs Common bitmapnodeindex=1 v=2002 60 helpid=1 v=2002 26 grpnodecolor=1 v=5012 5 group=0 ISC=0 OSC=3 SVT=5001 3002 0 _WorldNormal CC=1 C=11 0 0 1 2 3 0 CPC=0 SVT=5001 3003 0 _WorldNormalVertShader CC=0 SVT=5001 1002 0 CC=0 #NT=10100 1 Camera Vector-Hw Shader Nodes-Inputs Common PC=9 name=1 v=5000 _CameraVec version=1 v=2003 1.64 posx=1 v=2003 -68.0789 posy=1 v=2003 199.347 classname=1 v=5000 Camera Vector submenuname=1 v=5000 Inputs Common bitmapnodeindex=1 v=2002 67 helpid=1 v=2002 2 grpnodecolor=1 v=5012 5 group=0 ISC=0 OSC=3 SVT=5001 3002 0 _CameraVector CC=1 C=12 0 0 2 1 2 0 CPC=0 SVT=5001 3002 0 _Normalized CC=0 SVT=5001 1002 0 CC=0 #NT=20175 0 PC=3 posx=1 v=2003 -2.89855 posy=1 v=2003 -172.464 text=1 v=5000 color GammaColor(color c)\n{\n float gamma = 1.0/2.2;\n float x = pow(c[0], gamma);\n float y = pow(c[1], gamma);\n float z = pow(c[2], gamma);\n \n return color(x,y,z);\n}\n\nGammaColor( [[ INPUT = Color ? 0.5 ]] ) group=0 ISC=0 OSC=0