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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);