<?xml version="1.0" encoding="iso-8859-1"?>
<xsi_file type="ShaderCompound" name="OpenGL Mix8colors" category="Realtime" author="Clement Mallard" formatversion="1.1" compoundversion="1.0" versiontag="beta" color="14654346" editable="1">
	<description><![CDATA[Clement Mallard
clementmallard@gmail.com

*** Known bug :

- If you load a scene with OpengL Mix8colors connected, the viewport will be slow.
	OpenGL Mix4colors doesn't have this bug. To refresh the shader you'll have
	to change any setting from the property page and it'll be fast again.
	If OpenGL Mix8colors is active in several materials you'll need to update each
	material. Another way to fix the bug is to edit the shader compound and open
	any node inside. It will refresh the shader.

*** How to use it :

- Set the viewport to Realtime Shaders/OpenGL.
- Import the shader compound and plug it into the RealTime output of the Rendertree.
- Softimage will warn you that no texture is plugged, this is normal.
- To plug a texture in the shader, plug the texture clip itself not the image node.
	Unlike any other shader, plug the blue link not the red one.
- To view the texture you plugged, choose texture instead of color in the property page.]]></description>
	<definition>
		<nodes>
			<node type="shader" progid="Softimage.OGL13Texture.1.0" index="0">
				<param name="Name" type="31" ><![CDATA[OGL13Texture]]></param>
				<param name="target" type="3" value="0"></param>
				<param name="tspace_id" type="3" value="-1"></param>
				<param name="border.red" type="4" value="0.000000"></param>
				<param name="border.green" type="4" value="0.000000"></param>
				<param name="border.blue" type="4" value="0.000000"></param>
				<param name="border.alpha" type="4" value="1.000000"></param>
				<param name="magfilter" type="3" value="1"></param>
				<param name="minfilter" type="3" value="1"></param>
				<param name="mipmaplodbias" type="4" value="0.000000"></param>
				<param name="anisotropy" type="4" value="1.000000"></param>
				<param name="modulation" type="3" value="0"></param>
				<param name="compression" type="11" value="true"></param>
				<param name="format" type="3" value="0"></param>
				<param name="UniformName" type="8" ><![CDATA[tex0]]></param>
				<datablob category="ui_infos">
					<prop name="posx">-145</prop>
					<prop name="posy">35</prop>
					<prop name="state">ConnectedOnly</prop>
				</datablob>
			</node>
			<node type="shader" progid="Softimage.OGL13Texture.1.0" index="1">
				<param name="Name" type="31" ><![CDATA[OGL13Texture1]]></param>
				<param name="target" type="3" value="1"></param>
				<param name="tspace_id" type="3" value="-1"></param>
				<param name="border.red" type="4" value="0.000000"></param>
				<param name="border.green" type="4" value="0.000000"></param>
				<param name="border.blue" type="4" value="0.000000"></param>
				<param name="border.alpha" type="4" value="1.000000"></param>
				<param name="magfilter" type="3" value="1"></param>
				<param name="minfilter" type="3" value="1"></param>
				<param name="mipmaplodbias" type="4" value="0.000000"></param>
				<param name="anisotropy" type="4" value="1.000000"></param>
				<param name="modulation" type="3" value="0"></param>
				<param name="compression" type="11" value="true"></param>
				<param name="format" type="3" value="0"></param>
				<param name="UniformName" type="8" ><![CDATA[tex1]]></param>
				<datablob category="ui_infos">
					<prop name="posx">-149</prop>
					<prop name="posy">222</prop>
					<prop name="state">ConnectedOnly</prop>
				</datablob>
			</node>
			<node type="shader" progid="Softimage.GLSLProgram.1.0" index="2">
				<param name="Name" type="31" ><![CDATA[GLSLProgram1]]></param>
				<param name="Enable_GLSL_Program" type="3" value="2"></param>
				<param name="Debug" type="11" value="false"></param>
				<param name="GLSL_Program" type="8" ><![CDATA[uniform vec4 display;			//1 display mode; 2 const7; 3 tileimage7
uniform float shininess;		// Specular Decay

varying vec4 ambspecular;		// ambient + specular lighting
varying vec4 diffuse;			// diffuse lighting
varying vec4 vertexcolor1,vertexcolor2;	// Vertex colors

void main()
{
	gl_TexCoord[0] = gl_MultiTexCoord0;
	gl_TexCoord[1] = gl_MultiTexCoord1;
	gl_TexCoord[2] = gl_MultiTexCoord2;
	gl_TexCoord[3] = gl_MultiTexCoord3;
	gl_TexCoord[4] = gl_MultiTexCoord4;
	gl_TexCoord[5] = gl_MultiTexCoord5;
	gl_TexCoord[6] = gl_MultiTexCoord6;
	gl_TexCoord[7] = gl_MultiTexCoord7;

	vertexcolor1 = gl_Color;
	vertexcolor2 = gl_SecondaryColor;

	gl_Position = ftransform();

	if ( display[1] == 1.0 )	// is display mode set to textured
	{
		float NdotL,NdotHV,lightlength;
		vec3 vtx_light_direction;
		vec3 vtx_normal = gl_NormalMatrix * gl_Normal;
		vec3 viewVec = gl_ModelViewMatrix * gl_Vertex;

		// Override the material's ambience with 0.3
		ambspecular = gl_LightModel.ambient * 0.3;
		diffuse = vec4(0.0);

		for(int i=0; i < 8; i++)
		{
			if ( gl_LightSource[i].diffuse != vec4 (0.0) )
			{
				// check if it's an infinite light
				lightlength = length(gl_LightSource[i].position);

				if ( lightlength > 0.99 && lightlength < 1.01 )
				{
					vtx_light_direction = vec3(normalize(gl_LightSource[i].position));
					NdotL = max(dot(vtx_normal,vtx_light_direction),0.0);

					if (NdotL > 0.0)
					{
						NdotHV = max(dot(vtx_normal, gl_LightSource[i].halfVector.xyz),0.0);
						ambspecular += gl_LightSource[i].specular * pow(NdotHV,shininess);
					}
				}
				else
				{
					vtx_light_direction = vec3(normalize(gl_LightSource[i].position - viewVec));
					NdotL = max(dot(vtx_normal,vtx_light_direction),0.0);

					if (NdotL > 0.0)
					{
						vec3 reflectVec = reflect(normalize(viewVec - gl_LightSource[i].position), vtx_normal);
						vec3 viewVec = normalize(viewVec);
						NdotHV = max(dot(reflectVec,-viewVec), 0.0);
						
						// adjust the shininess to look like the fixed function
						ambspecular += gl_LightSource[i].specular * pow(NdotHV,shininess * 0.3);
					}
				}

				diffuse += NdotL * gl_LightSource[i].diffuse;
			}
		}
	}
	else	// is display mode set to textured decal or weights
	{
		ambspecular = vec4(0.0);
		diffuse = vec4(1.0);
	}
}]]></param>
				<param name="GLSL_ProgramF" type="8" ><![CDATA[uniform vec4 display;	// 1 display mode; 2 const7; 3 tileimage7
uniform vec4 layer7;	// 1 input7; 2 tile7; 3 blend7

uniform vec4 color4,color5,color6,color7;			// Color pickers
uniform sampler2D tex7,tex8,tex9,tex10,tex11,tex12,tex13,tex14;	// Texture inputs

uniform mat4 params;	// Layers 4, 5, 6 parameters

// description of params[i][j], parameters for layers 4,5,6 :
// [0][0] unused      [0][1] input4      [0][2] tile4         [0][3] blend4
// [1][0] const4       [1][1] tileblend4 [1][2] input5      [1][3] tile5
// [2][0] blend5       [2][1] const5     [2][2] tileblend5 [2][3] input6
// [3][0] tile6          [3][1] blend6     [3][2] const6      [3][3] tileblend6

varying vec4 ambspecular;		// ambient + specular lighting
varying vec4 diffuse;			// diffuse lighting
varying vec4 vertexcolor1,vertexcolor2;	// Vertex colors

// Function that returns the weight value
float getblend(in float blendmode, in float constvalue,in int layer,in bool isimagerepeat,in bool isblendrepeat,in float usealpha);

void main()
{
	// Calculate weights
	float blend4 = 0.0,blend5 = 0.0,blend6 = 0.0,blend7 = 0.0;

	// layer 7 is in use
	if ( layer7[1] != 0.0 )
		blend7 = getblend(layer7[3] , display[2] , 7 , bool(layer7[2]) , bool(display[3]) , layer7[1]);

	// layer 6 is in use
	if ( params[2][3] != 0.0 )
		blend6 = getblend(params[3][1] , params[3][2] , 6 , bool(params[3][0]) , bool(params[3][3]) , params[2][3]);

	// layer 5 is in use
	if ( params[1][2] != 0.0 )
		blend5 = getblend(params[2][0] , params[2][1] , 5 , bool(params[1][3]) , bool(params[2][2]) , params[1][2]);

	// layer 4 is in use
	if ( params[0][1] != 0.0 )	// don't check if next layers are opaque
		blend4 = getblend(params[0][3] , params[1][0] , 4 , bool(params[0][2]) , bool(params[1][1]) , params[0][1]);
	

	vec4 currentlayer = vec4(0.0);

	if ( display[1] == 0.0 )	// display mode set to weights
	{
		// Weight colors are hard coded at the moment
		// Base Layer : Black
		// Layer 1 : Red
		// Layer 2 : Yellow
		// Layer 3 : Green
		// Layer 4 : Cyan
		// Layer 5 : Blue
		// Layer 6 : Magenta
		// Layer 7 : White

		currentlayer = mix(currentlayer,vec4(0.0,1.0,1.0,1.0),blend4);
		currentlayer = mix(currentlayer,vec4(0.0,0.0,1.0,1.0),blend5);
		currentlayer = mix(currentlayer,vec4(1.0,0.0,1.0,1.0),blend6);
		currentlayer = mix(currentlayer,vec4(1.0,1.0,1.0,1.0),blend7);

		gl_FragColor = currentlayer;
	}
	else	// display mode set to textured or textured decal
	{
		const vec2 constantList = vec2(1.0, 0.0);	// Tip from OpenGL wiki to put 1.0 in the texture alpha

		if ( params[0][1] == 1.0 )	// layer 4 color input
			currentlayer = mix(currentlayer,color4,blend4);
		else if ( params[0][1] >= 2.0 )	// texture or texture with alpha
		{
			if ( params[0][2] == 1.0 )	// repeatable
			{
				currentlayer = mix(currentlayer,texture2D(tex7,gl_TexCoord[0].st).rgba * constantList.xxxy + constantList.yyyx,blend4);
			}
			else if ( min(gl_TexCoord[0].s,gl_TexCoord[0].t) > 0.0 && max(gl_TexCoord[0].s,gl_TexCoord[0].t) < 1.0 )
			{
				currentlayer = mix(currentlayer,texture2D(tex7,gl_TexCoord[0].st).rgba * constantList.xxxy + constantList.yyyx,blend4);
			}
		}

		// Always mix layers, it's faster than having conditions
		if ( params[1][2] == 1.0 )	// layer 5 color input
			currentlayer = mix(currentlayer,color5,blend5);
		else if ( params[1][2] >= 2.0 )	// texture or texture with alpha
		{
			if ( params[1][3] == 1.0 )	// repeatable
			{
				currentlayer = mix(currentlayer,texture2D(tex9,gl_TexCoord[2].st).rgba * constantList.xxxy + constantList.yyyx,blend5);
			}
			else if ( min(gl_TexCoord[2].s,gl_TexCoord[2].t) > 0.0 && max(gl_TexCoord[2].s,gl_TexCoord[2].t) < 1.0 )
			{
				currentlayer = mix(currentlayer,texture2D(tex9,gl_TexCoord[2].st).rgba * constantList.xxxy + constantList.yyyx,blend5);
			}
		}

		if ( params[2][3] == 1.0 ) 	// layer 6 color input
			currentlayer = mix(currentlayer,color6,blend6);
		else if ( params[2][3] >= 2.0 )
		{
			if ( params[3][0] == 1.0 )	// repeatable
			{
				currentlayer = mix(currentlayer,texture2D(tex11,gl_TexCoord[4].st).rgba * constantList.xxxy + constantList.yyyx,blend6);
			}
			else if ( min(gl_TexCoord[4].s,gl_TexCoord[4].t) > 0.0 && max(gl_TexCoord[4].s,gl_TexCoord[4].t) < 1.0 )
			{
				currentlayer = mix(currentlayer,texture2D(tex11,gl_TexCoord[4].st).rgba * constantList.xxxy + constantList.yyyx,blend6);
			}
		}

		if ( layer7[1] == 1.0 ) 	// layer 7 color input
			currentlayer = mix(currentlayer,color7,blend7);
		else if ( layer7[1] >= 2.0 )
		{
			if ( layer7[2] == 1.0 )	// repeatable
			{
				currentlayer = mix(currentlayer,texture2D(tex13,gl_TexCoord[6].st).rgba * constantList.xxxy + constantList.yyyx,blend7);
			}
			else if ( min(gl_TexCoord[6].s,gl_TexCoord[6].t) > 0.0 && max(gl_TexCoord[6].s,gl_TexCoord[6].t) < 1.0 )
			{
				currentlayer = mix(currentlayer,texture2D(tex13,gl_TexCoord[6].st).rgba * constantList.xxxy + constantList.yyyx,blend7);
			}
		}

		currentlayer.rgb = currentlayer.rgb * diffuse.rgb + ambspecular.rgb;	// apply lighting
		gl_FragColor = currentlayer ;
	}
}

float getblend(in float blendmode, in float constvalue,in int layer,in bool isimagerepeat,in bool isblendrepeat,in float usealpha)
{
	float weight = 0.0;

	if (blendmode == 1.0)		// Use constant value
	{
		weight = constvalue;
	}
	else if (blendmode == 2.0)	// Use black and white texture (will use the Red channel)
	{
		if ( layer == 4 )
		{
			if (isblendrepeat == true)
				weight = texture2D(tex8,gl_TexCoord[1].st).r;
			else if ( min(gl_TexCoord[1].s,gl_TexCoord[1].t) > 0.0 && max(gl_TexCoord[1].s,gl_TexCoord[1].t) < 1.0 )
				weight = texture2D(tex8,gl_TexCoord[1].st).r;
		}
		else if ( layer == 5 )
		{
			if (isblendrepeat == true)
				weight = texture2D(tex10,gl_TexCoord[3].st).r;
			else if ( min(gl_TexCoord[3].s,gl_TexCoord[3].t) > 0.0 && max(gl_TexCoord[3].s,gl_TexCoord[3].t) < 1.0 )
				weight = texture2D(tex10,gl_TexCoord[3].st).r;
		}
		else if ( layer == 6 )
		{
			if (isblendrepeat == true)
				weight = texture2D(tex12,gl_TexCoord[5].st).r;
			else if ( min(gl_TexCoord[5].s,gl_TexCoord[5].t) > 0.0 && max(gl_TexCoord[5].s,gl_TexCoord[5].t) < 1.0 )
				weight = texture2D(tex12,gl_TexCoord[5].st).r;
		}
		else
		{
			if (isblendrepeat == true)
				weight = texture2D(tex14,gl_TexCoord[7].st).r;
			else if ( min(gl_TexCoord[7].s,gl_TexCoord[7].t) > 0.0 && max(gl_TexCoord[7].s,gl_TexCoord[7].t) < 1.0 )
				weight = texture2D(tex14,gl_TexCoord[7].st).r;
		}
	}
	else if (blendmode == 3.0)		// Use 1st vertex color map Red channel
	{
		weight = vertexcolor1.r;
	}
	else if (blendmode == 4.0)		// Use 1st vertex color map Green channel
	{
		weight = vertexcolor1.g;
	}
	else if (blendmode == 5.0)		// Use 1st vertex color map Blue channel
	{
		weight = vertexcolor1.b;
	}
	else if (blendmode == 6.0)		// Use 1st vertex color map Alpha channel
	{
		weight = vertexcolor1.a;
	}
	else if (blendmode == 7.0)		// Use 2nd vertex color map Red channel
	{
		weight = vertexcolor2.r;
	}
	else if (blendmode == 8.0)		// Use 2nd vertex color map Green channel
	{
		weight = vertexcolor2.g;
	}
	else if (blendmode == 9.0)		// Use 2nd vertex color map Blue channel
	{
		weight = vertexcolor2.b;
	}
	else				// Use 2nd vertex color map Alpha channel
	{
		weight = vertexcolor2.a;
	}

	if ( usealpha == 3.0 )		// Use alpha channel
	{
		if ( layer == 4 )
		{
			if (isimagerepeat == true)
				weight *= texture2D(tex7,gl_TexCoord[0].st).a;
			else if ( min(gl_TexCoord[0].s,gl_TexCoord[0].t) > 0.0 && max(gl_TexCoord[0].s,gl_TexCoord[0].t) < 1.0 )
				weight *= texture2D(tex7,gl_TexCoord[0].st).a;
			else
				weight = 0.0;
		}
		else if ( layer == 5 )
		{
			if (isimagerepeat == true)
				weight *= texture2D(tex9,gl_TexCoord[2].st).a;
			else if ( min(gl_TexCoord[2].s,gl_TexCoord[2].t) > 0.0 && max(gl_TexCoord[2].s,gl_TexCoord[2].t) < 1.0 )
				weight *= texture2D(tex9,gl_TexCoord[2].st).a;
			else
				weight = 0.0;
		}
		else if ( layer == 6 )
		{
			if (isimagerepeat == true)
				weight *= texture2D(tex11,gl_TexCoord[4].st).a;
			else if ( min(gl_TexCoord[4].s,gl_TexCoord[4].t) > 0.0 && max(gl_TexCoord[4].s,gl_TexCoord[4].t) < 1.0 )
				weight *= texture2D(tex11,gl_TexCoord[4].st).a;
			else
				weight = 0.0;
		}
		else
		{
			if (isimagerepeat == true)
				weight *= texture2D(tex13,gl_TexCoord[6].st).a;
			else if ( min(gl_TexCoord[6].s,gl_TexCoord[6].t) > 0.0 && max(gl_TexCoord[6].s,gl_TexCoord[6].t) < 1.0 )
				weight *= texture2D(tex13,gl_TexCoord[6].st).a;
			else
				weight = 0.0;
		}
	}

	return(weight);
}]]></param>
				<param name="HWMapping" type="8" ><![CDATA[PointPosition,position.xyz,PointNormal,normal.xyz,Vertex_Color,color0.rgba,Vertex_Color1,color1.rgba,[OGL13Texture7.tspace_id],texcoord0.xyz,[OGL13Texture8.tspace_id],texcoord1.xyz,[OGL13Texture9.tspace_id],texcoord2.xyz,[OGL13Texture10.tspace_id],texcoord3.xyz,[OGL13Texture11.tspace_id],texcoord4.xyz,[OGL13Texture12.tspace_id],texcoord5.xyz,[OGL13Texture13.tspace_id],texcoord6.xyz,[OGL13Texture14.tspace_id],texcoord7.xyz]]></param>
				<param name="PointSprites" type="11" value="false"></param>
				<param name="Blending" type="11" value="true"></param>
				<param name="BlendSrc" type="3" value="772"></param>
				<param name="BlendDest" type="3" value="771"></param>
				<param name="AlphaTest" type="11" value="false"></param>
				<param name="AlphaRef" type="4" value="0.000000"></param>
				<datablob category="ui_infos">
					<prop name="posx">1004</prop>
					<prop name="posy">155</prop>
					<prop name="state">ConnectedOnly</prop>
				</datablob>
				<comment type="node" state="maximized" wordwrap="true" autoresize="true" background="0" background_alpha="0.000000" title="16760576" title_text="0" offsetx="10" offsety="-44" sizex="74" sizey="19"><![CDATA[Shader Code]]></comment>
			</node>
			<node type="shader" progid="Softimage.OGL13Texture.1.0" index="3">
				<param name="Name" type="31" ><![CDATA[OGL13Texture2]]></param>
				<param name="target" type="3" value="2"></param>
				<param name="tspace_id" type="3" value="-1"></param>
				<param name="border.red" type="4" value="0.000000"></param>
				<param name="border.green" type="4" value="0.000000"></param>
				<param name="border.blue" type="4" value="0.000000"></param>
				<param name="border.alpha" type="4" value="1.000000"></param>
				<param name="magfilter" type="3" value="1"></param>
				<param name="minfilter" type="3" value="1"></param>
				<param name="mipmaplodbias" type="4" value="0.000000"></param>
				<param name="anisotropy" type="4" value="1.000000"></param>
				<param name="modulation" type="3" value="0"></param>
				<param name="compression" type="11" value="true"></param>
				<param name="format" type="3" value="0"></param>
				<param name="UniformName" type="8" ><![CDATA[tex2]]></param>
				<datablob category="ui_infos">
					<prop name="posx">-147</prop>
					<prop name="posy">294</prop>
					<prop name="state">ConnectedOnly</prop>
				</datablob>
			</node>
			<node type="shader" progid="Softimage.OGL13Texture.1.0" index="4">
				<param name="Name" type="31" ><![CDATA[OGL13Texture3]]></param>
				<param name="target" type="3" value="3"></param>
				<param name="tspace_id" type="3" value="-1"></param>
				<param name="border.red" type="4" value="0.000000"></param>
				<param name="border.green" type="4" value="0.000000"></param>
				<param name="border.blue" type="4" value="0.000000"></param>
				<param name="border.alpha" type="4" value="1.000000"></param>
				<param name="magfilter" type="3" value="1"></param>
				<param name="minfilter" type="3" value="1"></param>
				<param name="mipmaplodbias" type="4" value="0.000000"></param>
				<param name="anisotropy" type="4" value="1.000000"></param>
				<param name="modulation" type="3" value="0"></param>
				<param name="compression" type="11" value="true"></param>
				<param name="format" type="3" value="0"></param>
				<param name="UniformName" type="8" ><![CDATA[tex3]]></param>
				<datablob category="ui_infos">
					<prop name="posx">-148</prop>
					<prop name="posy">479</prop>
					<prop name="state">ConnectedOnly</prop>
				</datablob>
			</node>
			<node type="shader" progid="Softimage.OGL13Texture.1.0" index="5">
				<param name="Name" type="31" ><![CDATA[OGL13Texture6]]></param>
				<param name="target" type="3" value="6"></param>
				<param name="tspace_id" type="3" value="-1"></param>
				<param name="border.red" type="4" value="0.000000"></param>
				<param name="border.green" type="4" value="0.000000"></param>
				<param name="border.blue" type="4" value="0.000000"></param>
				<param name="border.alpha" type="4" value="1.000000"></param>
				<param name="magfilter" type="3" value="1"></param>
				<param name="minfilter" type="3" value="1"></param>
				<param name="mipmaplodbias" type="4" value="0.000000"></param>
				<param name="anisotropy" type="4" value="1.000000"></param>
				<param name="modulation" type="3" value="0"></param>
				<param name="compression" type="11" value="true"></param>
				<param name="format" type="3" value="0"></param>
				<param name="UniformName" type="8" ><![CDATA[tex6]]></param>
				<datablob category="ui_infos">
					<prop name="posx">-141</prop>
					<prop name="posy">822</prop>
					<prop name="state">ConnectedOnly</prop>
				</datablob>
			</node>
			<node type="shader" progid="Softimage.OGL13Texture.1.0" index="6">
				<param name="Name" type="31" ><![CDATA[OGL13Texture4]]></param>
				<param name="target" type="3" value="4"></param>
				<param name="tspace_id" type="3" value="-1"></param>
				<param name="border.red" type="4" value="0.000000"></param>
				<param name="border.green" type="4" value="0.000000"></param>
				<param name="border.blue" type="4" value="0.000000"></param>
				<param name="border.alpha" type="4" value="1.000000"></param>
				<param name="magfilter" type="3" value="1"></param>
				<param name="minfilter" type="3" value="1"></param>
				<param name="mipmaplodbias" type="4" value="0.000000"></param>
				<param name="anisotropy" type="4" value="1.000000"></param>
				<param name="modulation" type="3" value="0"></param>
				<param name="compression" type="11" value="true"></param>
				<param name="format" type="3" value="0"></param>
				<param name="UniformName" type="8" ><![CDATA[tex4]]></param>
				<datablob category="ui_infos">
					<prop name="posx">-147</prop>
					<prop name="posy">554</prop>
					<prop name="state">ConnectedOnly</prop>
				</datablob>
			</node>
			<node type="shader" progid="Softimage.OGL13Texture.1.0" index="7">
				<param name="Name" type="31" ><![CDATA[OGL13Texture5]]></param>
				<param name="target" type="3" value="5"></param>
				<param name="tspace_id" type="3" value="-1"></param>
				<param name="border.red" type="4" value="0.000000"></param>
				<param name="border.green" type="4" value="0.000000"></param>
				<param name="border.blue" type="4" value="0.000000"></param>
				<param name="border.alpha" type="4" value="1.000000"></param>
				<param name="magfilter" type="3" value="1"></param>
				<param name="minfilter" type="3" value="1"></param>
				<param name="mipmaplodbias" type="4" value="0.000000"></param>
				<param name="anisotropy" type="4" value="1.000000"></param>
				<param name="modulation" type="3" value="0"></param>
				<param name="compression" type="11" value="true"></param>
				<param name="format" type="3" value="0"></param>
				<param name="UniformName" type="8" ><![CDATA[tex5]]></param>
				<datablob category="ui_infos">
					<prop name="posx">-139</prop>
					<prop name="posy">740</prop>
					<prop name="state">ConnectedOnly</prop>
				</datablob>
			</node>
			<node type="shader" progid="Softimage.GLSLProgram.1.0" index="8">
				<param name="Name" type="31" ><![CDATA[GLSLProgram]]></param>
				<param name="Enable_GLSL_Program" type="3" value="2"></param>
				<param name="Debug" type="11" value="false"></param>
				<param name="GLSL_Program" type="8" ><![CDATA[uniform vec4 display;	//1 display mode; other values are for the 7th layer

varying vec4 diffuse;			// diffuse lighting
varying vec4 vertexcolor1,vertexcolor2;	// Vertex colors

void main()
{
	gl_TexCoord[0] = gl_MultiTexCoord0;
	gl_TexCoord[1] = gl_MultiTexCoord1;
	gl_TexCoord[2] = gl_MultiTexCoord2;
	gl_TexCoord[3] = gl_MultiTexCoord3;
	gl_TexCoord[4] = gl_MultiTexCoord4;
	gl_TexCoord[5] = gl_MultiTexCoord5;
	gl_TexCoord[6] = gl_MultiTexCoord6;

	vertexcolor1 = gl_Color;
	vertexcolor2 = gl_SecondaryColor;

	gl_Position = ftransform();

	if ( display[1] == 1.0 )	// is display mode set to textured
	{
		float NdotL,lightlength;
		vec3 vtx_light_direction;
		vec3 vtx_normal = gl_NormalMatrix * gl_Normal;
		vec3 viewVec = gl_ModelViewMatrix * gl_Vertex;

		diffuse = vec4(0.0);

		for(int i=0; i < 8; i++)
		{
			if ( gl_LightSource[i].diffuse != vec4 (0.0) )
			{
				// check if it's an infinite light
				lightlength = length(gl_LightSource[i].position);

				if ( lightlength > 0.99 && lightlength < 1.01 )
					vtx_light_direction = vec3(normalize(gl_LightSource[i].position));
				else
					vtx_light_direction = vec3(normalize(gl_LightSource[i].position - viewVec));
				
				NdotL = max(dot(vtx_normal,vtx_light_direction),0.0);
				diffuse += NdotL * gl_LightSource[i].diffuse;
			}
		}
	}
	else	// is display mode set to textured decal or weights
	{
		diffuse = vec4(1.0);
	}
}]]></param>
				<param name="GLSL_ProgramF" type="8" ><![CDATA[uniform vec4 color0,color1,color2,color3;			// Color pickers
uniform sampler2D tex0,tex1,tex2,tex3,tex4,tex5,tex6;		// Texture inputs

uniform vec4 display;	//1 display mode; other values are for the 7th layer
uniform vec3 base;	// Base layer parameters
uniform mat4 param;	// Layers 1, 2, 3 parameters

// description of param[i][j], parameters for layers 1,2,3 :
// [0][0] unused      [0][1] input1      [0][2] tile1         [0][3] blend1
// [1][0] const1       [1][1] tileblend1 [1][2] input2      [1][3] tile2
// [2][0] blend2       [2][1] const2     [2][2] tileblend2 [2][3] input3
// [3][0] tile3          [3][1] blend3     [3][2] const3      [3][3] tileblend3

varying vec4 diffuse;			// diffuse lighting
varying vec4 vertexcolor1,vertexcolor2;	// Vertex colors

// Function that returns the weight value
float getblend(in float blendmode, in float constvalue,in int layer,in bool isimagerepeat,in bool isblendrepeat,in float usealpha);

void main()
{
	// Calculate weights
	float blend1 = 0.0,blend2 = 0.0,blend3 = 0.0;

	// layer 3 is in use
	if ( param[2][3] != 0.0 )
		blend3 = getblend(param[3][1] , param[3][2] , 3 , bool(param[3][0]) , bool(param[3][3]) , param[2][3]);

	// layer 2 is in use
	if ( param[1][2] != 0.0 )
		blend2 = getblend(param[2][0] , param[2][1] , 2 , bool(param[1][3]) , bool(param[2][2]) , param[1][2]);

	// layer 1 is in use
	if ( param[0][1] != 0.0 )	// don't check if next layers are opaque
		blend1 = getblend(param[0][3] , param[1][0] , 1 , bool(param[0][2]) , bool(param[1][1]) , param[0][1]);
	

	vec4 currentlayer = vec4(0.0);
	if ( display[1] == 0.0 )	// display mode set to weights
	{
		// Weight colors are hard coded at the moment
		// Base Layer : Black
		// Layer 1 : Red
		// Layer 2 : Yellow
		// Layer 3 : Green
		// Layer 4 : Cyan
		// Layer 5 : Blue
		// Layer 6 : Magenta
		// Layer 7 : White

		currentlayer = mix(vec4(0.0,0.0,0.0,1.0),vec4(1.0,0.0,0.0,1.0),blend1);
		currentlayer = mix(currentlayer,vec4(1.0,1.0,0.0,1.0),blend2);
		currentlayer = mix(currentlayer,vec4(0.0,1.0,0.0,1.0),blend3);

		gl_FragColor = currentlayer;
	}
	else	// display mode set to textured or textured decal
	{
		if ( base[1] == 1.0 )	// base layer color input
			currentlayer = color0;
		else
		{
			if ( base[2] == 1.0 )	// repeatable
			{
				currentlayer = texture2D(tex0,gl_TexCoord[0].st);
			}
			else if ( min(gl_TexCoord[0].s,gl_TexCoord[0].t) > 0.0 && max(gl_TexCoord[0].s,gl_TexCoord[0].t) < 1.0 )
			{
				currentlayer = texture2D(tex0,gl_TexCoord[0].st);
			}
		}

		// Always mix layers, it's faster than having conditions
		if ( param[0][1] == 1.0 )	// layer 1 color input
			currentlayer = mix(currentlayer,color1,blend1);
		else if ( param[0][1] >= 2.0 )	// texture or texture with alpha
		{
			if ( param[0][2] == 1.0 )	// repeatable
			{
				currentlayer = mix(currentlayer,texture2D(tex1,gl_TexCoord[1].st),blend1);
			}
			else if ( min(gl_TexCoord[1].s,gl_TexCoord[1].t) > 0.0 && max(gl_TexCoord[1].s,gl_TexCoord[1].t) < 1.0 )
			{
				currentlayer = mix(currentlayer,texture2D(tex1,gl_TexCoord[1].st),blend1);
			}
		}

		if ( param[1][2] == 1.0 ) // layer 2 color input
			currentlayer = mix(currentlayer,color2,blend2);
		else if ( param[1][2] >= 2.0 )
		{
			if ( param[1][3] == 1.0 )	// repeatable
			{
				currentlayer = mix(currentlayer,texture2D(tex3,gl_TexCoord[3].st),blend2);
			}
			else if ( min(gl_TexCoord[3].s,gl_TexCoord[3].t) > 0.0 && max(gl_TexCoord[3].s,gl_TexCoord[3].t) < 1.0 )
			{
				currentlayer = mix(currentlayer,texture2D(tex3,gl_TexCoord[3].st),blend2);
			}
		}

		if ( param[2][3] == 1.0 ) // layer 3 color input
			currentlayer = mix(currentlayer,color3,blend3);
		else if ( param[2][3] >= 2.0 )
		{
			if ( param[3][0] == 1.0 )	// repeatable
			{
				currentlayer = mix(currentlayer,texture2D(tex5,gl_TexCoord[5].st),blend3);
			}
			else if ( min(gl_TexCoord[5].s,gl_TexCoord[5].t) > 0.0 && max(gl_TexCoord[5].s,gl_TexCoord[5].t) < 1.0 )
			{
				currentlayer = mix(currentlayer,texture2D(tex5,gl_TexCoord[5].st),blend3);
			}
		}

		gl_FragColor = currentlayer * diffuse;		// apply diffuse
	}
}

float getblend(in float blendmode, in float constvalue,in int layer,in bool isimagerepeat,in bool isblendrepeat,in float usealpha)
{
	float weight = 0.0;

	if (blendmode == 1.0)		// Use constant value
	{
		weight = constvalue;
	}
	else if (blendmode == 2.0)	// Use black and white texture (will use the Red channel)
	{
		if ( layer == 1 )
		{
			if (isblendrepeat == true)
				weight = texture2D(tex2,gl_TexCoord[2].st).r;
			else if ( min(gl_TexCoord[2].s,gl_TexCoord[2].t) > 0.0 && max(gl_TexCoord[2].s,gl_TexCoord[2].t) < 1.0 )
				weight = texture2D(tex2,gl_TexCoord[2].st).r;
		}
		else if ( layer == 2 )
		{
			if (isblendrepeat == true)
				weight = texture2D(tex4,gl_TexCoord[4].st).r;
			else if ( min(gl_TexCoord[4].s,gl_TexCoord[4].t) > 0.0 && max(gl_TexCoord[4].s,gl_TexCoord[4].t) < 1.0 )
				weight = texture2D(tex4,gl_TexCoord[4].st).r;
		}
		else
		{
			if (isblendrepeat == true)
				weight = texture2D(tex6,gl_TexCoord[6].st).r;
			else if ( min(gl_TexCoord[6].s,gl_TexCoord[6].t) > 0.0 && max(gl_TexCoord[6].s,gl_TexCoord[6].t) < 1.0 )
				weight = texture2D(tex6,gl_TexCoord[6].st).r;
		}
	}
	else if (blendmode == 3.0)		// Use 1st vertex color map Red channel
	{
		weight = vertexcolor1.r;
	}
	else if (blendmode == 4.0)		// Use 1st vertex color map Green channel
	{
		weight = vertexcolor1.g;
	}
	else if (blendmode == 5.0)		// Use 1st vertex color map Blue channel
	{
		weight = vertexcolor1.b;
	}
	else if (blendmode == 6.0)		// Use 1st vertex color map Alpha channel
	{
		weight = vertexcolor1.a;
	}
	else if (blendmode == 7.0)		// Use 2nd vertex color map Red channel
	{
		weight = vertexcolor2.r;
	}
	else if (blendmode == 8.0)		// Use 2nd vertex color map Green channel
	{
		weight = vertexcolor2.g;
	}
	else if (blendmode == 9.0)		// Use 2nd vertex color map Blue channel
	{
		weight = vertexcolor2.b;
	}
	else				// Use 2nd vertex color map Alpha channel
	{
		weight = vertexcolor2.a;
	}

	if ( usealpha == 3.0 )		// Use alpha channel
	{
		if ( layer == 1 )
		{
			if (isimagerepeat == true)
				weight *= texture2D(tex1,gl_TexCoord[1].st).a;
			else if ( min(gl_TexCoord[1].s,gl_TexCoord[1].t) > 0.0 && max(gl_TexCoord[1].s,gl_TexCoord[1].t) < 1.0 )
				weight *= texture2D(tex1,gl_TexCoord[1].st).a;
			else
				weight = 0.0;
		}
		else if ( layer == 2 )
		{
			if (isimagerepeat == true)
				weight *= texture2D(tex3,gl_TexCoord[3].st).a;
			else if ( min(gl_TexCoord[3].s,gl_TexCoord[3].t) > 0.0 && max(gl_TexCoord[3].s,gl_TexCoord[3].t) < 1.0 )
				weight *= texture2D(tex3,gl_TexCoord[3].st).a;
			else
				weight = 0.0;
		}
		else
		{
			if (isimagerepeat == true)
				weight *= texture2D(tex5,gl_TexCoord[5].st).a;
			else if ( min(gl_TexCoord[5].s,gl_TexCoord[5].t) > 0.0 && max(gl_TexCoord[5].s,gl_TexCoord[5].t) < 1.0 )
				weight *= texture2D(tex5,gl_TexCoord[5].st).a;
			else
				weight = 0.0;
		}
	}

	return(weight);
}]]></param>
				<param name="HWMapping" type="8" ><![CDATA[PointPosition,position.xyz,PointNormal,normal.xyz,Vertex_Color,color0.rgba,Vertex_Color1,color1.rgba,[OGL13Texture.tspace_id],texcoord0.xyz,[OGL13Texture1.tspace_id],texcoord1.xyz,[OGL13Texture2.tspace_id],texcoord2.xyz,[OGL13Texture3.tspace_id],texcoord3.xyz,[OGL13Texture4.tspace_id],texcoord4.xyz,[OGL13Texture5.tspace_id],texcoord5.xyz,[OGL13Texture6.tspace_id],texcoord6.xyz]]></param>
				<param name="PointSprites" type="11" value="false"></param>
				<param name="Blending" type="11" value="false"></param>
				<param name="BlendSrc" type="3" value="770"></param>
				<param name="BlendDest" type="3" value="1"></param>
				<param name="AlphaTest" type="11" value="false"></param>
				<param name="AlphaFunc" type="3" value="516"></param>
				<param name="AlphaRef" type="4" value="0.000000"></param>
				<datablob category="ui_infos">
					<prop name="posx">160</prop>
					<prop name="posy">174</prop>
					<prop name="state">ConnectedOnly</prop>
				</datablob>
				<comment type="node" state="maximized" wordwrap="true" autoresize="true" background="0" background_alpha="0.000000" title="16760576" title_text="0" offsetx="6" offsety="-37" sizex="72" sizey="19"><![CDATA[Shader code]]></comment>
			</node>
			<node type="shader" progid="Softimage.OGL13Texture.1.0" index="9">
				<param name="Name" type="31" ><![CDATA[OGL13Texture9]]></param>
				<param name="target" type="3" value="9"></param>
				<param name="tspace_id" type="3" value="-1"></param>
				<param name="border.red" type="4" value="0.000000"></param>
				<param name="border.green" type="4" value="0.000000"></param>
				<param name="border.blue" type="4" value="0.000000"></param>
				<param name="border.alpha" type="4" value="1.000000"></param>
				<param name="magfilter" type="3" value="1"></param>
				<param name="minfilter" type="3" value="1"></param>
				<param name="mipmaplodbias" type="4" value="0.000000"></param>
				<param name="anisotropy" type="4" value="1.000000"></param>
				<param name="modulation" type="3" value="0"></param>
				<param name="compression" type="11" value="true"></param>
				<param name="format" type="3" value="0"></param>
				<param name="UniformName" type="8" ><![CDATA[tex9]]></param>
				<datablob category="ui_infos">
					<prop name="posx">696</prop>
					<prop name="posy">214</prop>
					<prop name="state">ConnectedOnly</prop>
				</datablob>
			</node>
			<node type="shader" progid="Softimage.OGL13Texture.1.0" index="10">
				<param name="Name" type="31" ><![CDATA[OGL13Texture7]]></param>
				<param name="target" type="3" value="7"></param>
				<param name="tspace_id" type="3" value="-1"></param>
				<param name="border.red" type="4" value="0.000000"></param>
				<param name="border.green" type="4" value="0.000000"></param>
				<param name="border.blue" type="4" value="0.000000"></param>
				<param name="border.alpha" type="4" value="1.000000"></param>
				<param name="magfilter" type="3" value="1"></param>
				<param name="minfilter" type="3" value="1"></param>
				<param name="mipmaplodbias" type="4" value="0.000000"></param>
				<param name="anisotropy" type="4" value="1.000000"></param>
				<param name="modulation" type="3" value="0"></param>
				<param name="compression" type="11" value="true"></param>
				<param name="format" type="3" value="0"></param>
				<param name="UniformName" type="8" ><![CDATA[tex7]]></param>
				<datablob category="ui_infos">
					<prop name="posx">698</prop>
					<prop name="posy">-45</prop>
					<prop name="state">ConnectedOnly</prop>
				</datablob>
			</node>
			<node type="shader" progid="Softimage.OGL13Texture.1.0" index="11">
				<param name="Name" type="31" ><![CDATA[OGL13Texture10]]></param>
				<param name="target" type="3" value="10"></param>
				<param name="tspace_id" type="3" value="-1"></param>
				<param name="border.red" type="4" value="0.000000"></param>
				<param name="border.green" type="4" value="0.000000"></param>
				<param name="border.blue" type="4" value="0.000000"></param>
				<param name="border.alpha" type="4" value="1.000000"></param>
				<param name="magfilter" type="3" value="1"></param>
				<param name="minfilter" type="3" value="1"></param>
				<param name="mipmaplodbias" type="4" value="0.000000"></param>
				<param name="anisotropy" type="4" value="1.000000"></param>
				<param name="modulation" type="3" value="0"></param>
				<param name="compression" type="11" value="true"></param>
				<param name="format" type="3" value="0"></param>
				<param name="UniformName" type="8" ><![CDATA[tex10]]></param>
				<datablob category="ui_infos">
					<prop name="posx">696</prop>
					<prop name="posy">292</prop>
					<prop name="state">ConnectedOnly</prop>
				</datablob>
			</node>
			<node type="shader" progid="Softimage.OGL13Texture.1.0" index="12">
				<param name="Name" type="31" ><![CDATA[OGL13Texture8]]></param>
				<param name="target" type="3" value="8"></param>
				<param name="tspace_id" type="3" value="-1"></param>
				<param name="border.red" type="4" value="0.000000"></param>
				<param name="border.green" type="4" value="0.000000"></param>
				<param name="border.blue" type="4" value="0.000000"></param>
				<param name="border.alpha" type="4" value="1.000000"></param>
				<param name="magfilter" type="3" value="1"></param>
				<param name="minfilter" type="3" value="1"></param>
				<param name="mipmaplodbias" type="4" value="0.000000"></param>
				<param name="anisotropy" type="4" value="1.000000"></param>
				<param name="modulation" type="3" value="0"></param>
				<param name="compression" type="11" value="true"></param>
				<param name="format" type="3" value="0"></param>
				<param name="UniformName" type="8" ><![CDATA[tex8]]></param>
				<datablob category="ui_infos">
					<prop name="posx">698</prop>
					<prop name="posy">31</prop>
					<prop name="state">ConnectedOnly</prop>
				</datablob>
			</node>
			<node type="shader" progid="Softimage.OGL13Texture.1.0" index="13">
				<param name="Name" type="31" ><![CDATA[OGL13Texture11]]></param>
				<param name="target" type="3" value="11"></param>
				<param name="tspace_id" type="3" value="-1"></param>
				<param name="border.red" type="4" value="0.000000"></param>
				<param name="border.green" type="4" value="0.000000"></param>
				<param name="border.blue" type="4" value="0.000000"></param>
				<param name="border.alpha" type="4" value="1.000000"></param>
				<param name="magfilter" type="3" value="1"></param>
				<param name="minfilter" type="3" value="1"></param>
				<param name="mipmaplodbias" type="4" value="0.000000"></param>
				<param name="anisotropy" type="4" value="1.000000"></param>
				<param name="modulation" type="3" value="0"></param>
				<param name="compression" type="11" value="true"></param>
				<param name="format" type="3" value="0"></param>
				<param name="UniformName" type="8" ><![CDATA[tex11]]></param>
				<datablob category="ui_infos">
					<prop name="posx">696</prop>
					<prop name="posy">479</prop>
					<prop name="state">ConnectedOnly</prop>
				</datablob>
			</node>
			<node type="shader" progid="Softimage.GLSLUniform.1.0" index="14">
				<param name="Name" type="31" ><![CDATA[GLSL_Uniform]]></param>
				<param name="Variable" type="8" ><![CDATA[display]]></param>
				<param name="UniformType" type="3" value="3"></param>
				<param name="element0" type="4" value="0.000000"></param>
				<param name="element1" type="4" value="1.000000"></param>
				<param name="element2" type="4" value="0.500000"></param>
				<param name="element3" type="4" value="1.000000"></param>
				<param name="element4" type="4" value="0.000000"></param>
				<param name="element5" type="4" value="0.000000"></param>
				<param name="element6" type="4" value="0.000000"></param>
				<param name="element7" type="4" value="0.000000"></param>
				<param name="element8" type="4" value="0.000000"></param>
				<param name="element9" type="4" value="0.000000"></param>
				<param name="element10" type="4" value="0.000000"></param>
				<param name="element11" type="4" value="0.000000"></param>
				<param name="element12" type="4" value="0.000000"></param>
				<param name="element13" type="4" value="0.000000"></param>
				<param name="element14" type="4" value="0.000000"></param>
				<param name="element15" type="4" value="0.000000"></param>
				<param name="UniformSource" type="3" value="0"></param>
				<param name="ICEAttribute" type="3" value="-1"></param>
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			<item type="input" name="color2" ppgvis="1" ppggroup="Layer 2" portvis="0"> </item>
			<item type="input" name="image2" ppgvis="1" ppggroup="Layer 2" portvis="1" portgroup="Layer 2"> </item>
			<item type="input" name="tile2" min="-100" max="100" ppgvis="1" ppggroup="Layer 2" portvis="0">
				<enum string="Yes" value="1"> </enum>
				<enum string="No" value="0"> </enum>
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			<item type="input" name="tspace_id2" min="-2147483648" max="2147483647" ppgvis="1" ppggroup="Layer 2" portvis="0"> </item>
			<item type="input" name="blend2" min="-100" max="100" ppgvis="1" ppggroup="Layer 2" portvis="0">
				<enum string="Constant Value" value="1"> </enum>
				<enum string="Texture" value="2"> </enum>
				<enum string="Vertex Color Red Channel" value="3"> </enum>
				<enum string="Vertex Color Green Channel" value="4"> </enum>
				<enum string="Vertex Color Blue Channel" value="5"> </enum>
				<enum string="Vertex Color Alpha Channel" value="6"> </enum>
				<enum string="Vertex Color 1 Red Channel" value="7"> </enum>
				<enum string="Vertex Color 1 Green Channel" value="8"> </enum>
				<enum string="Vertex Color 1 Blue Channel" value="9"> </enum>
				<enum string="Vertex Color 1 Alpha Channel" value="10"> </enum>
			</item>
			<item type="input" name="const2" min="0" max="1" ppgvis="1" ppggroup="Layer 2" portvis="0"> </item>
			<item type="input" name="blendimage2" ppgvis="1" ppggroup="Layer 2" portvis="1" portgroup="Layer 2"> </item>
			<item type="input" name="tileimage2" min="-100" max="100" ppgvis="1" ppggroup="Layer 2" portvis="0">
				<enum string="Yes" value="1"> </enum>
				<enum string="No" value="0"> </enum>
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			<item type="input" name="blendtspace_id2" min="-2147483648" max="2147483647" ppgvis="1" ppggroup="Layer 2" portvis="0"> </item>
			<item type="input" name="input3" min="-100" max="100" ppgvis="1" ppggroup="Layer 3" portvis="0">
				<enum string="Not In Use" value="0"> </enum>
				<enum string="Color" value="1"> </enum>
				<enum string="Texture" value="2"> </enum>
				<enum string="Texture With Alpha" value="3"> </enum>
			</item>
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			<item type="input" name="image3" ppgvis="1" ppggroup="Layer 3" portvis="1" portgroup="Layer 3"> </item>
			<item type="input" name="tile3" min="-100" max="100" ppgvis="1" ppggroup="Layer 3" portvis="0">
				<enum string="Yes" value="1"> </enum>
				<enum string="No" value="0"> </enum>
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			<item type="input" name="tspace_id3" min="-2147483648" max="2147483647" ppgvis="1" ppggroup="Layer 3" portvis="0"> </item>
			<item type="input" name="blend3" min="-100" max="100" ppgvis="1" ppggroup="Layer 3" portvis="0">
				<enum string="Constant Value" value="1"> </enum>
				<enum string="Texture" value="2"> </enum>
				<enum string="Vertex Color Red Channel" value="3"> </enum>
				<enum string="Vertex Color Green Channel" value="4"> </enum>
				<enum string="Vertex Color Blue Channel" value="5"> </enum>
				<enum string="Vertex Color Alpha Channel" value="6"> </enum>
				<enum string="Vertex Color 1 Red Channel" value="7"> </enum>
				<enum string="Vertex Color 1 Green Channel" value="8"> </enum>
				<enum string="Vertex Color 1 Blue Channel" value="9"> </enum>
				<enum string="Vertex Color 1 Alpha Channel" value="10"> </enum>
			</item>
			<item type="input" name="const3" min="0" max="1" ppgvis="1" ppggroup="Layer 3" portvis="0"> </item>
			<item type="input" name="blendimage3" ppgvis="1" ppggroup="Layer 3" portvis="1" portgroup="Layer 3"> </item>
			<item type="input" name="tileimage3" min="-100" max="100" ppgvis="1" ppggroup="Layer 3" portvis="0">
				<enum string="Yes" value="1"> </enum>
				<enum string="No" value="0"> </enum>
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			<item type="input" name="blendtspace_id3" min="-2147483648" max="2147483647" ppgvis="1" ppggroup="Layer 3" portvis="0"> </item>
			<item type="input" name="input4" min="-100" max="100" ppgvis="1" ppggroup="Layer 4" portvis="0">
				<enum string="Not In Use" value="0"> </enum>
				<enum string="Color" value="1"> </enum>
				<enum string="Texture" value="2"> </enum>
				<enum string="Texture With Alpha" value="3"> </enum>
			</item>
			<item type="input" name="color4" ppgvis="1" ppggroup="Layer 4" portvis="0"> </item>
			<item type="input" name="image4" ppgvis="1" ppggroup="Layer 4" portvis="1" portgroup="Layer 4"> </item>
			<item type="input" name="tile4" min="-100" max="100" ppgvis="1" ppggroup="Layer 4" portvis="0">
				<enum string="Yes" value="1"> </enum>
				<enum string="No" value="0"> </enum>
			</item>
			<item type="input" name="tspace_id4" min="-2147483648" max="2147483647" ppgvis="1" ppggroup="Layer 4" portvis="0"> </item>
			<item type="input" name="blend4" min="-100" max="100" ppgvis="1" ppggroup="Layer 4" portvis="0">
				<enum string="Constant Value" value="1"> </enum>
				<enum string="Texture" value="2"> </enum>
				<enum string="Vertex Color Red Channel" value="3"> </enum>
				<enum string="Vertex Color Green Channel" value="4"> </enum>
				<enum string="Vertex Color Blue Channel" value="5"> </enum>
				<enum string="Vertex Color Alpha Channel" value="6"> </enum>
				<enum string="Vertex Color 1 Red Channel" value="7"> </enum>
				<enum string="Vertex Color 1 Green Channel" value="8"> </enum>
				<enum string="Vertex Color 1 Blue Channel" value="9"> </enum>
				<enum string="Vertex Color 1 Alpha Channel" value="10"> </enum>
			</item>
			<item type="input" name="const4" min="0" max="1" ppgvis="1" ppggroup="Layer 4" portvis="0"> </item>
			<item type="input" name="blendimage4" ppgvis="1" ppggroup="Layer 4" portvis="1" portgroup="Layer 4"> </item>
			<item type="input" name="tileimage4" min="-100" max="100" ppgvis="1" ppggroup="Layer 4" portvis="0">
				<enum string="Yes" value="1"> </enum>
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			<item type="input" name="blendtspace_id4" min="-2147483648" max="2147483647" ppgvis="1" ppggroup="Layer 4" portvis="0"> </item>
			<item type="input" name="input5" min="-100" max="100" ppgvis="1" ppggroup="Layer 5" portvis="0">
				<enum string="Not In Use" value="0"> </enum>
				<enum string="Color" value="1"> </enum>
				<enum string="Texture" value="2"> </enum>
				<enum string="Texture With Alpha" value="3"> </enum>
			</item>
			<item type="input" name="color5" ppgvis="1" ppggroup="Layer 5" portvis="0"> </item>
			<item type="input" name="image5" ppgvis="1" ppggroup="Layer 5" portvis="1" portgroup="Layer 5"> </item>
			<item type="input" name="tile5" min="-100" max="100" ppgvis="1" ppggroup="Layer 5" portvis="0">
				<enum string="Yes" value="1"> </enum>
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			<item type="input" name="tspace_id5" min="-2147483648" max="2147483647" ppgvis="1" ppggroup="Layer 5" portvis="0"> </item>
			<item type="input" name="blend5" min="-100" max="100" ppgvis="1" ppggroup="Layer 5" portvis="0">
				<enum string="Constant Value" value="1"> </enum>
				<enum string="Texture" value="2"> </enum>
				<enum string="Vertex Color Red Channel" value="3"> </enum>
				<enum string="Vertex Color Green Channel" value="4"> </enum>
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				<enum string="Vertex Color Alpha Channel" value="6"> </enum>
				<enum string="Vertex Color 1 Red Channel" value="7"> </enum>
				<enum string="Vertex Color 1 Green Channel" value="8"> </enum>
				<enum string="Vertex Color 1 Blue Channel" value="9"> </enum>
				<enum string="Vertex Color 1 Alpha Channel" value="10"> </enum>
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			<item type="input" name="const5" min="0" max="1" ppgvis="1" ppggroup="Layer 5" portvis="0"> </item>
			<item type="input" name="blendimage5" ppgvis="1" ppggroup="Layer 5" portvis="1" portgroup="Layer 5"> </item>
			<item type="input" name="tileimage5" min="-100" max="100" ppgvis="1" ppggroup="Layer 5" portvis="0">
				<enum string="Yes" value="1"> </enum>
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			<item type="input" name="blendtspace_id5" min="-2147483648" max="2147483647" ppgvis="1" ppggroup="Layer 5" portvis="0"> </item>
			<item type="input" name="input6" min="-100" max="100" ppgvis="1" ppggroup="Layer 6" portvis="0">
				<enum string="Not In Use" value="0"> </enum>
				<enum string="Color" value="1"> </enum>
				<enum string="Texture" value="2"> </enum>
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			<item type="input" name="image6" ppgvis="1" ppggroup="Layer 6" portvis="1" portgroup="Layer 6"> </item>
			<item type="input" name="tile6" min="-100" max="100" ppgvis="1" ppggroup="Layer 6" portvis="0">
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			<item type="input" name="blend6" min="-100" max="100" ppgvis="1" ppggroup="Layer 6" portvis="0">
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				<enum string="Vertex Color Green Channel" value="4"> </enum>
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				<enum string="Vertex Color 1 Blue Channel" value="9"> </enum>
				<enum string="Vertex Color 1 Alpha Channel" value="10"> </enum>
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			<item type="input" name="const6" min="0" max="1" ppgvis="1" ppggroup="Layer 6" portvis="0"> </item>
			<item type="input" name="blendimage6" ppgvis="1" ppggroup="Layer 6" portvis="1" portgroup="Layer 6"> </item>
			<item type="input" name="tileimage6" min="-100" max="100" ppgvis="1" ppggroup="Layer 6" portvis="0">
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			<item type="input" name="blendimage7" ppgvis="1" ppggroup="Layer 7" portvis="1" portgroup="Layer 7"> </item>
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		<ppglogic lang=""><![CDATA[]]></ppglogic>
	</definition>
</xsi_file>
