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mdl 1.6;

import ::math::*;
import ::state::*;
import ::tex::*;
import ::anno::*;
import ::scene::*;
using .::OmniUe4Function import *;
using .::OmniUe4Base 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 MI_Scanner(
	float Tile = 1.0
	[[
		anno::display_name("Tile"),
		anno::ui_order(32),
		anno::in_group("Textures")
	]],
	uniform texture_2d Normal = texture_2d("./MI_Scanner/T_Scanner_N.png",::tex::gamma_linear)
	[[
		anno::display_name("Normal"),
		anno::ui_order(32),
		anno::in_group("Textures"),
		sampler_normal()
	]],
	float NormalIntensity = 1.0
	[[
		anno::display_name("Normal Intensity"),
		anno::ui_order(32),
		anno::in_group("Textures")
	]],
	float4 AlbedoColor = float4(1.0,1.0,1.0,1.0)
	[[
		anno::display_name("Albedo Color"),
		anno::ui_order(32),
		anno::in_group("Coloring")
	]],
	uniform texture_2d BaseColor = texture_2d("./MI_Scanner/T_Scanner_BC.png",::tex::gamma_srgb)
	[[
		anno::display_name("Base Color"),
		anno::ui_order(32),
		anno::in_group("Textures"),
		sampler_color()
	]],
	uniform texture_2d RMAM = texture_2d("./MI_Scanner/T_Scanner_RMA.png",::tex::gamma_linear)
	[[
		anno::display_name("RMAM"),
		anno::ui_order(32),
		anno::in_group("Textures"),
		sampler_masks()
	]],
	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);

	float2 Local0 = (CustomizedUV0_mdl * Tile);
	float4 Local1 = ::unpack_normal_map(tex::lookup_float4(Normal,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat));
	float Local2 = (1.0 - NormalIntensity);
	float3 Local3 = math::lerp(float3(Local1.x,Local1.y,Local1.z),float3(0.0,0.0,1.0),Local2);

	float3 Normal_mdl = Local3;

	float4 Local4 = tex::lookup_float4(BaseColor,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
	float3 Local5 = (float3(AlbedoColor.x,AlbedoColor.y,AlbedoColor.z) * float3(Local4.x,Local4.y,Local4.z));
	float4 Local6 = tex::lookup_float4(RMAM,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);

	float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
	float OpacityMask_mdl = 1.0;
	float3 BaseColor_mdl = Local5;
	float Metallic_mdl = Local6.y;
	float Specular_mdl = 0.5;
	float Roughness_mdl = Local6.x;
	float SurfaceThickness_mdl = 0.01;
	float Displacement_mdl = 0.0;

	} in
		::OmniUe4Base(
			base_color: BaseColor_mdl,
			metallic: Metallic_mdl,
			roughness: Roughness_mdl,
			specular: Specular_mdl,
			normal: Normal_mdl,
			opacity: OpacityMask_mdl,
			emissive_color: EmissiveColor_mdl,
			displacement: WorldPositionOffset_mdl,
			two_sided: false);