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@@ -79,9 +79,11 @@ void fragment () {
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float node1_in14_ior = float(1.4500000476837158);
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float node1_in15_transmission = float(0.0);
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float node1_in16_transmissionroughness = float(0.0);
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- vec3 node1_in17_normal = NORMAL;
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- vec3 node1_in18_clearcoatnormal = vec3(0.0, 0.0, 0.0);
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- vec3 node1_in19_tangent = node0_out0_tangent;
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+ vec4 node1_in17_emission = vec4(0.0, 0.0, 0.0, 1.0);
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+ float node1_in18_alpha = float(1.0);
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+ vec3 node1_in19_normal = NORMAL;
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+ vec3 node1_in20_clearcoatnormal = vec3(0.0, 0.0, 0.0);
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+ vec3 node1_in21_tangent = node0_out0_tangent;
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// output sockets definitions
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vec3 node1_bsdf_out0_albedo;
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float node1_bsdf_out1_sss_strength;
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@@ -102,8 +104,8 @@ void fragment () {
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node1_bsdf_out3_specular, node1_bsdf_out4_roughness, node1_bsdf_out5_clearcoat,
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node1_bsdf_out6_clearcoat_gloss, node1_bsdf_out7_anisotropy,
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node1_bsdf_out8_transmission, node1_bsdf_out9_ior);
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- space_convert_zup_to_yup(node1_in19_tangent);
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- dir_space_convert_world_to_view(node1_in19_tangent, INV_CAMERA_MATRIX);
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+ space_convert_zup_to_yup(node1_in21_tangent);
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+ dir_space_convert_world_to_view(node1_in21_tangent, INV_CAMERA_MATRIX);
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ALBEDO = node1_bsdf_out0_albedo;
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@@ -113,10 +115,10 @@ void fragment () {
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ROUGHNESS = node1_bsdf_out4_roughness;
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CLEARCOAT = node1_bsdf_out5_clearcoat;
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CLEARCOAT_GLOSS = node1_bsdf_out6_clearcoat_gloss;
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- NORMAL = node1_in17_normal;
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+ NORMAL = node1_in19_normal;
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// uncomment it when you need it
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// TRANSMISSION = vec3(1.0, 1.0, 1.0) * node1_bsdf_out8_transmission;
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- TANGENT = normalize(cross(cross(node1_in19_tangent, NORMAL), NORMAL));
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+ TANGENT = normalize(cross(cross(node1_in21_tangent, NORMAL), NORMAL));
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BINORMAL = cross(TANGENT, NORMAL);
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ANISOTROPY = node1_bsdf_out7_anisotropy;
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}
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@@ -242,9 +244,11 @@ void fragment () {
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float node1_in14_ior = float(1.4500000476837158);
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float node1_in15_transmission = float(0.0);
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float node1_in16_transmissionroughness = float(0.0);
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- vec3 node1_in17_normal = NORMAL;
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- vec3 node1_in18_clearcoatnormal = vec3(0.0, 0.0, 0.0);
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- vec3 node1_in19_tangent = node0_out0_object;
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+ vec4 node1_in17_emission = vec4(0.0, 0.0, 0.0, 1.0);
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+ float node1_in18_alpha = float(1.0);
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+ vec3 node1_in19_normal = NORMAL;
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+ vec3 node1_in20_clearcoatnormal = vec3(0.0, 0.0, 0.0);
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+ vec3 node1_in21_tangent = node0_out0_object;
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// output sockets definitions
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vec3 node1_bsdf_out0_albedo;
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float node1_bsdf_out1_sss_strength;
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@@ -265,8 +269,8 @@ void fragment () {
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node1_bsdf_out3_specular, node1_bsdf_out4_roughness, node1_bsdf_out5_clearcoat,
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node1_bsdf_out6_clearcoat_gloss, node1_bsdf_out7_anisotropy,
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node1_bsdf_out8_transmission, node1_bsdf_out9_ior);
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- space_convert_zup_to_yup(node1_in19_tangent);
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- dir_space_convert_world_to_view(node1_in19_tangent, INV_CAMERA_MATRIX);
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+ space_convert_zup_to_yup(node1_in21_tangent);
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+ dir_space_convert_world_to_view(node1_in21_tangent, INV_CAMERA_MATRIX);
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ALBEDO = node1_bsdf_out0_albedo;
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@@ -276,10 +280,10 @@ void fragment () {
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ROUGHNESS = node1_bsdf_out4_roughness;
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CLEARCOAT = node1_bsdf_out5_clearcoat;
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CLEARCOAT_GLOSS = node1_bsdf_out6_clearcoat_gloss;
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- NORMAL = node1_in17_normal;
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+ NORMAL = node1_in19_normal;
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// uncomment it when you need it
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// TRANSMISSION = vec3(1.0, 1.0, 1.0) * node1_bsdf_out8_transmission;
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- TANGENT = normalize(cross(cross(node1_in19_tangent, NORMAL), NORMAL));
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+ TANGENT = normalize(cross(cross(node1_in21_tangent, NORMAL), NORMAL));
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BINORMAL = cross(TANGENT, NORMAL);
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ANISOTROPY = node1_bsdf_out7_anisotropy;
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}
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@@ -314,11 +318,13 @@ surfaces/0 = {
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[node name="Point" type="DirectionalLight" parent="."]
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-light_energy = 1.0
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+light_specular = 1.0
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light_color = Color(1.0, 1.0, 1.0, 1.0)
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+shadow_color = Color(0.0, 0.0, 0.0, 1.0)
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+light_energy = 100.0
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transform = Transform(0.701062, -0.562597, -0.438174, 0.452107, -0.124517, 0.88323, -0.551463, -0.8173, 0.16706, -2.09735, 4.28268, -0.137035)
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-shadow_enabled = true
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light_negative = false
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+shadow_enabled = true
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[node name="object_with_uv" type="MeshInstance" parent="."]
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