<?xml version="1.0" encoding="utf-8"?>

<scene>

  <skylight>
    <sundir>1 1 1</sundir>
    <turbidity>2</turbidity>

    <!--<sun_layer>0</sun_layer>
		<sky_layer>1</sky_layer>-->

    <model>captured-simulation</model>
  </skylight>

  <!-- Name the layers in the GUI -->
  <!--<layer_name>
		<layer_name>Sun</layer_name>
		<layer_index>0</layer_index>
	</layer_name>

	<layer_name>
		<layer_name>Sky</layer_name>
		<layer_index>1</layer_index>
	</layer_name>-->


  <camera>
    <pos>-1 -3  2</pos>
    <up>0 0 1</up>
    <forwards>0.6 1 -0.6</forwards>

    <!--<pos>0 -3 0.7</pos>
		<up>0 0 1</up>
		<forwards>0 1 -0.</forwards>-->

    <aperture_radius>0.001357995</aperture_radius>
    <focus_distance>2</focus_distance>
    <aspect_ratio>1.33</aspect_ratio>
    <sensor_width>0.036</sensor_width>
    <lens_sensor_dist>0.0434558</lens_sensor_dist>
    <white_balance>D65</white_balance>

    <exposure_duration>0.01</exposure_duration>
  </camera>

  <tonemapping>
    <camera>
      <ev_adjust>-0.3</ev_adjust>
      <film_iso>60.0</film_iso>
      <response_function_path>data/camera_response_functions/dscs315.txt</response_function_path>
    </camera>
  </tonemapping>

  <!--Ground Plane-->
  <material>
    <name>white</name>

    <diffuse>
      <colour>0.5 0.5 0.5</colour>
    </diffuse>
  </material>

  <mesh>
    <name>groundmesh</name>
    <normal_smoothing>false</normal_smoothing>
    <embedded>
      <expose_uv_set>
        <index>0</index>
        <name>albedo</name>
      </expose_uv_set>

      <vertex pos="-10 -10 0" normal="0 0 1" uv0="0 0" />
      <vertex pos="-10 10 0" normal="0 0 1" uv0="0 1000" />
      <vertex pos="10 10 0" normal="0 0 1" uv0="1000 1000" />
      <vertex pos="10 -10 0" normal="0 0 1" uv0="1000 0" />

      <triangle_set>
        <material_name>white</material_name>
        <tri>0 1 2</tri>
        <tri>0 2 3</tri>
      </triangle_set>
    </embedded>
  </mesh>

  <model>
    <pos>0 0 0</pos>
    <scale>1.0</scale>
    <mesh_name>groundmesh</mesh_name>
  </model>

  <material>
    <uid>900</uid>
    <name>default</name>

    <diffuse>
      <colour>0.7 0.7 0.7</colour>
    </diffuse>
  </material>


  <mesh>
    <uid>1000</uid>
    <name>teapot</name>
    <normal_smoothing>true</normal_smoothing>

    <external>
      <path>teapot.obj</path>
    </external>

    <scale>1.0</scale>
  </mesh>

  <model2>
    <uid>2000</uid>
    <keyframe>
      <time>0</time>
      <pos>0 0 0</pos>
      <rotation_quaternion>
        <axis>0 1 0</axis>
        <angle>0.0</angle>
      </rotation_quaternion>
    </keyframe>
    <scale>1.0</scale>


    <geometry_uid>1000</geometry_uid>

    <materials>
      <material_uid>900</material_uid>
    </materials>

    <rotation>
      <axis_rotation>
        <axis>1 0 0</axis>
        <angle>0</angle>
      </axis_rotation>
    </rotation>
  </model2>

  <material>
    <uid>3000</uid>
    <name>mat1</name>

    <diffuse>
      <colour>0.7 0.4 0.7</colour>
    </diffuse>
  </material>


  <scatter>
    <name>the scatter</name>
    <geometry_uid>1000</geometry_uid>
    <material_uid>3000</material_uid>


    <num>1000</num>

    <shader>
           <![CDATA[  
               
# def real(int x) real : toFloat(x)
                 				   
def evalScale(int index) real :
  0.1 # 0.1 * (0.5 + gridNoise(real(index)))
    
						]]>
      
    </shader>

    <target_object_uid>2000</target_object_uid>
  </scatter>
</scene>
