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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 BasicShapeMaterial(
	float4 Color = float4(0.9,0.9,0.9,1.0)
	[[
		anno::display_name("Color"),
		anno::ui_order(32)
	]],
	float Roughness = 0.6407
	[[
		anno::display_name("Roughness"),
		anno::ui_order(32)
	]])
 = 
	let {
	float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);


	float3 Normal_mdl = float3(0.0,0.0,1.0);

	float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
	float OpacityMask_mdl = 1.0;
	float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z);
	float Metallic_mdl = 0.0;
	float Specular_mdl = 0.5;
	float Roughness_mdl = Roughness;
	float SurfaceThickness_mdl = 0.01;

	} 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);