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<?xml version="1.0" encoding="utf-8" ?>
<scenedata>
<material>
<name>GratingMaterial</name>
<phong>
<diffuse_albedo>
<constant>
<rgb>
<rgb>0.8359 0.6406 0.0547</rgb>
<gamma>2.2</gamma>
</rgb>
</constant>
</diffuse_albedo>
<exponent>
<constant>5000</constant>
</exponent>
<displacement>
<shader>
<shader>
<![CDATA[def eval() real :
if(or((and((fract(doti(getTexCoords(0)) * 10.0) < 0.49),(fract(doti(getTexCoords(0)) * 10.0) > 0.21))),
(and((fract(dotj(getTexCoords(0)) * 3.0) < 0.49),(fract(dotj(getTexCoords(0)) * 3.0) > 0.41)))),
0.032, # High
0.0 # Low
)]]>
</shader>
</shader>
</displacement>
<layer>0</layer>
<fresnel_scale>1</fresnel_scale>
<ior>1.15</ior>
<nk_data />
</phong>
</material>
<material>
<name>Invisible</name>
<null_material />
</material>
<material>
<name>Bar Grating</name>
<blend>
<a_name>GratingMaterial</a_name>
<b_name>Invisible</b_name>
<blend>
<shader>
<shader>
<![CDATA[def eval() real :
if(or((and((fract(doti(getTexCoords(0)) * 10.0) < 0.52),(fract(doti(getTexCoords(0)) * 10.0) > 0.18))),
(and((fract(dotj(getTexCoords(0)) * 3.0) < 0.52),(fract(dotj(getTexCoords(0)) * 3.0) > 0.38)))),
0.0, # High
1.0 # Low
)]]>
</shader>
</shader>
</blend>
<step_blend>false</step_blend>
</blend>
</material>
</scenedata>