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/******************************************************************************
 *     Copyright 2024 NVIDIA Corporation. All rights reserved.
 ******************************************************************************
 
Permission is hereby granted by NVIDIA Corporation ("NVIDIA"), free of charge,
to any person obtaining a copy of the sample definition code that uses our 
Material Definition Language (the "MDL Materials"), to reproduce and distribute
the MDL Materials, including without limitation the rights to use, copy, merge,
publish, distribute, and sell modified and unmodified copies of the MDL 
Materials, and to permit persons to whom the MDL Materials is furnished to do
so, in all cases solely for use with NVIDIA's Material Definition Language,
subject to the following further conditions:

1. The above copyright notices, this list of conditions, and the disclaimer
that follows shall be retained in all copies of one or more of the MDL
Materials, including in any software with which the MDL Materials are bundled,
redistributed, and/or sold, and included either as stand-alone text files,
human-readable headers or in the appropriate machine-readable metadata fields
within text or binary files as long as those fields can be easily viewed by the
user, as applicable.
2. The name of NVIDIA shall not be used to promote, endorse or advertise any 
Modified Version without specific prior written permission, except a) to comply
 with the notice requirements otherwise contained herein; or b) to acknowledge
the contribution(s) of NVIDIA.

THE MDL MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT,
TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL NVIDIA CORPORATION BE LIABLE FOR 
ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, 
INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF 
CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE
THE MDL MATERIALS OR FROM OTHER DEALINGS IN THE MDL MATERIALS.
*/


mdl 1.6;

import ::anno::*;
import ::base::*;
import ::df::*;
import ::math::*;
import ::state::*;
import ::tex::*;
import ::nvidia::core_definitions::blend_colors;
import ::nvidia::core_definitions::dimension;

const string COPYRIGHT = 
" Copyright 2024 NVIDIA Corporation. All rights reserved.\n"
" MDL MATERIALS ARE PROVIDED PURSUANT TO AN END USER LICENSE  AGREEMENT,\n"
" WHICH WAS ACCEPTED IN ORDER TO GAIN ACCESS TO THIS FILE.  IN PARTICULAR,\n" 
" THE MDL MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n"
" EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF\n"
" MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF\n" 
" COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL NVIDIA\n"
" CORPORATION BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY\n"
" GENERAL, SPECIAL,  INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN\n"
" AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR\n"
" INABILITY TO USE THE MDL MATERIALS OR FROM OTHER DEALINGS IN THE MDL MATERIALS.\n";

const string DESCRIPTION = "A plastic material with a industrial standardized surface finish.";

float remap(float input, float low_1, float high_1, float low_2, float high_2)
{
	return low_2 + ((input - low_1) * (high_2 - low_2))/(high_1 - low_1);
}

float histogram_scan_big(float input, float width, float position)
{
	return ::math::clamp(
				remap(input,
					::math::lerp(-width, 1.0, position),
					::math::lerp(0.0, 1.0 + width, position),
					0.0,
					1.0),
				0.0,
				1.0);
}

struct vm_coordinates{
	float2 uv;
	float rotation;
	int uv_space_index;
	float4 carry;
};

export enum vm_mono_select 
[[
    anno::description("Modes for the creation of a gray-scale value from a color"),
    anno::hidden()
]]
{
	mono_r = 0,
	mono_g = 1,
	mono_b = 2,
	mono_a = 3,
	mono_average = 4
};

vm_coordinates vm_coord
(
	float2 translation	= float2(0.0f, 0.0) [[
		::anno::display_name("Translation"),
		::anno::description("Translates the coordinates")
	]],
	float rotation 		= 0.0f [[
		::anno::display_name("Rotation"),
		::anno::description("Rotates the coordinates in degrees")
	]],
	float2 scaling		= float2(1.0f, 1.0f) [[
		::anno::display_name("Scaling"),
		::anno::description("Scales the coordinates")
	]],	
	uniform int uv_space = 0 [[
		::anno::display_name("UV Space"),
		::anno::description("Chose the UV space")
	]]
)
[[
		::anno::display_name("vm Transform"),
		::anno::description("Generates coordinates to be used in vm_lookup functions")
]]
{
	vm_coordinates uv;
	::base::texture_coordinate_info info = ::base::coordinate_source( ::base::texture_coordinate_uvw, uv_space);
	uv.rotation = (rotation * 3.1415926535897932384626433832f) / 180.f;
	uv.uv = float2(info.position.x, info.position.y);
	float sine   = ::math::sin(uv.rotation);
	float cosine = ::math::cos(uv.rotation);
	float2x2 rot = float2x2(cosine, -sine, sine, cosine);
	uv.uv = rot * uv.uv;
	uv.uv /= scaling;
	uv.uv += translation;
	// Translation before or after rotation?
	return uv;
}

::base::texture_return vm_tex_lookup(
	uniform texture_2d tex,
	vm_coordinates uv = vm_coord(),
	uniform vm_mono_select mono_source = mono_a,
	float4 scale = float4(1.0f))
{
	float mono;
	float4 lookup = ::tex::lookup_float4(tex, uv.uv, ::tex::wrap_repeat, ::tex::wrap_repeat) * scale;
	switch( mono_source ) {
		case mono_r: mono = lookup.x;
			break;
		case mono_g: mono = lookup.y;
			break;
		case mono_b: mono = lookup.z;
			break;
		case mono_a: mono = lookup.w;
			break;
		case mono_average: mono = ::math::average(float3(lookup.x, lookup.y, lookup.z));
			break;
	}
	return ::base::texture_return(color(lookup.x, lookup.y, lookup.z), mono);
}

float3 vm_tex_normal_lookup(
	uniform texture_2d tex,
	vm_coordinates uv = vm_coord(),
	float strength = 1.0f
)
{
	float rot = uv.rotation;
	// Lookup and convert normal texture to -1 ... 1 range
	float3 norm = (::tex::lookup_float3(tex, uv.uv, ::tex::wrap_repeat, ::tex::wrap_repeat) - float3(.5f)) * 2.0f;
	norm = ::math::normalize(norm * float3(strength, strength, 1.0));
	// if any rotation happened prior to the lookup, compensate for it
	norm = float3(::math::cos(rot) * norm.x - ::math::sin(rot) * norm.y,
					::math::sin(rot) * norm.x + ::math::cos(rot) * norm.y,
					norm.z);
	return norm.x * ::state::texture_tangent_u(uv.uv_space_index) +
			norm.y * ::state::texture_tangent_v(uv.uv_space_index) +
			norm.z * ::state::normal();
}

export material Plastic_Standardized_Surface_Finish(
    color plastic_color = color(0.03f, 0.03f, 0.03f) [[
        ::anno::description("Choose the color of the plastic"),
        ::anno::display_name("Plastic Color"),
        ::anno::in_group("Appearance"),
        ::anno::ui_order(0)
    ]],
    float roughness = 0.07f [[
        ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."),
        ::anno::display_name("Roughness"),
        ::anno::in_group("Appearance"),
        ::anno::usage("roughness"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(1)
    ]],
    float bump_strength = 0.13f [[
        ::anno::description("Specifies the strength of the bump."),
        ::anno::display_name("Bump Strength"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 2.f),
        ::anno::soft_range(0.f, 1.f),
        ::anno::ui_order(2)
    ]],
    float reflection_weight = 0.47f [[
        ::anno::description("Amount of reflection, higher numbers provide more reflection."),
        ::anno::display_name("Reflection Weight"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(7)
    ]],
    float2 texture_translate = float2(0.f) [[
        ::anno::description("Controls the position of the texture."),
        ::anno::display_name("Texture Translate"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(3)
    ]],
    float texture_rotate = 0.f [[
        ::anno::description("Rotates angle ofy the texture in degrees."),
        ::anno::display_name("Texture Rotate"),
        ::anno::in_group("Transform"),
        ::anno::soft_range(0.f, 360.f),
        ::anno::ui_order(4)
    ]],
    float2 texture_scale = float2(1.f) [[
        ::anno::description("Larger numbers increase the size."),
        ::anno::display_name("Texture Scale"),
        ::anno::in_group("Transform"),
		::nvidia::core_definitions::dimension(float2(0.024f, 0.024f)),
        ::anno::ui_order(5)
    ]],
    uniform int uv_space_index = 0 [[
        ::anno::description("Uses selected UV space for material."),
        ::anno::display_name("UV Space Index"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(6)
    ]],
    uniform bool roundcorners_enable = false [[
        ::anno::description("Enables the round corner effect. Comes at a slight performance cost as additional raytracing calls are required to evaluate the round corner effect."),
        ::anno::display_name("Enable Round Corners"),
        ::anno::in_group("Round Corners"),
        ::anno::ui_order(8)
    ]],
    uniform float roundcorners_radius_mm = 10.f [[
        ::anno::description("Radius of the rounded corners in millimeters."),
        ::anno::display_name("Round Corner Radius (mm)"),
        ::anno::in_group("Round Corners"),
        ::anno::soft_range(0.f, 10.f),
        ::anno::ui_order(9)
    ]],
    uniform bool roundcorners_across_materials = true [[
        ::anno::description("Applies the round corner effect across different materials when enabled."),
        ::anno::display_name("Across Materials"),
        ::anno::in_group("Round Corners."),
        ::anno::ui_order(10)
    ]],
	// Material presets need to have different scalings. This parameter is required to fit all material presets 
	// so that the 'normal' texture_scale sits at float2(1.0f)
	float2 texture_scale_refit = float2(1.f) [[
        ::anno::description("Adjusts the texture scale for a material."),
        ::anno::display_name("Texture Scale"),
        ::anno::in_group("Advanced"),
		::anno::hidden(),
        ::anno::ui_order(11)
    ]]
	)
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
    ::anno::display_name("Plastic - Industrial Surface Finish Template"),
    ::anno::description("Master template material. This material should be hidden. "
						"If you see this material, the integration is not hiding it correctly."),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Plastic_Standardized_Surface_Finish.Plastic_Standardized_Surface_Finish.png"),
	::anno::key_words(string[]("plastic", "industrial", "VDI", "artificial", "finish", "decorative", "treated", "automotive", "design", "shiny", "new", "black", "dark")),
	::anno::hidden()
]]
 =
    let {
        bool tmp0 = false;
		float2 texture_rescale = texture_scale * texture_scale_refit;
		float reflection_reweight = 1.0f - reflection_weight;
		
        material_surface tmp1(::df::custom_curve_layer(0.0399999991f, 1.f, 5.f, histogram_scan_big(vm_tex_lookup(texture_2d("./textures/mold_01_rough.jpg", ::tex::gamma_linear), vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), mono_a, float4(1.f)).mono, 1.f, reflection_reweight * 0.680000007f), ::df::microfacet_ggx_smith_bsdf(roughness * 0.0700000003f, roughness * 0.0700000003f, color(1.f, 1.f, 1.f), color(0.f, 0.f, 0.f), ::state::texture_tangent_u(0), ::df::scatter_reflect), ::df::weighted_layer(1.0f, ::df::diffuse_reflection_bsdf(plastic_color, 0.f), bsdf(), vm_tex_normal_lookup(texture_2d("./textures/mold_01_norm.jpg", ::tex::gamma_linear), vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), bump_strength)), vm_tex_normal_lookup(texture_2d("./textures/mold_01_norm.jpg", ::tex::gamma_linear), vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), bump_strength)), material_emission(emission: edf(), intensity: color(0.f, 0.f, 0.f), mode: intensity_radiant_exitance));
        material_surface tmp2 = material_surface(scattering: bsdf(), emission: material_emission(emission: edf(), intensity: color(0.f, 0.f, 0.f), mode: intensity_radiant_exitance));
        color tmp3 = color(2.30851698f, 2.30851698f, 2.30851698f);
        material_volume tmp4 = material_volume(scattering: vdf(), absorption_coefficient: color(0.f, 0.f, 0.f), scattering_coefficient: color(0.f, 0.f, 0.f));
        material_geometry tmp5(float3(0.f), 1.f, roundcorners_enable ? ::state::rounded_corner_normal(roundcorners_radius_mm * 0.00100000005f, roundcorners_across_materials, 1.f) : ::state::normal());
    } in
        material(
            thin_walled: tmp0,
            surface: tmp1,
            backface: tmp2,
            ior: tmp3,
            volume: tmp4,
            geometry: tmp5);

// V12
export material Plastic_Standardized_Surface_Finish_V12(
    color plastic_color = color(0.03f, 0.03f, 0.03f) [[
        ::anno::description("Choose the color of the plastic"),
        ::anno::display_name("Plastic Color"),
        ::anno::in_group("Appearance"),
        ::anno::ui_order(0)
    ]],
    float roughness = 0.2f [[
        ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."),
        ::anno::display_name("Roughness"),
        ::anno::in_group("Appearance"),
        ::anno::usage("roughness"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(1)
    ]],
    float bump_strength = 0.3f [[
        ::anno::description("Specifies the strength of the bump."),
        ::anno::display_name("Bump Strength"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 2.f),
        ::anno::soft_range(0.f, 1.f),
        ::anno::ui_order(2)
    ]],
    float reflection_weight = 0.34f [[
        ::anno::description("Amount of reflection, higher numbers provide more reflection."),
        ::anno::display_name("Reflection Weight"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(7)
    ]],
    float2 texture_translate = float2(0.f) [[
        ::anno::description("Controls the position of the texture."),
        ::anno::display_name("Texture Translate"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(3)
    ]],
    float texture_rotate = 0.f [[
        ::anno::description("Rotates angle ofy the texture in degrees."),
        ::anno::display_name("Texture Rotate"),
        ::anno::in_group("Transform"),
        ::anno::soft_range(0.f, 360.f),
        ::anno::ui_order(4)
    ]],
    float2 texture_scale = float2(1.f) [[
        ::anno::description("Larger numbers increase the size."),
        ::anno::display_name("Texture Scale"),
        ::anno::in_group("Transform"),
		::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)),
        ::anno::ui_order(5)
    ]],
    uniform int uv_space_index = 0 [[
        ::anno::description("Uses selected UV space for material."),
        ::anno::display_name("UV Space Index"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(6)
    ]],
    uniform bool roundcorners_enable = false [[
        ::anno::description("Enables the round corner effect. Comes at a slight performance cost as additional raytracing calls are required to evaluate the round corner effect."),
        ::anno::display_name("Enable Round Corners"),
        ::anno::in_group("Round Corners"),
        ::anno::ui_order(8)
    ]],
    uniform float roundcorners_radius_mm = 10.f [[
        ::anno::description("Radius of the rounded corners in millimeters."),
        ::anno::display_name("Round Corner Radius (mm)"),
        ::anno::in_group("Round Corners"),
        ::anno::soft_range(0.f, 10.f),
        ::anno::ui_order(9)
    ]],
    uniform bool roundcorners_across_materials = true [[
        ::anno::description("Applies the round corner effect across different materials when enabled."),
        ::anno::display_name("Across Materials"),
        ::anno::in_group("Round Corners."),
        ::anno::ui_order(10)
    ]]
)
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
    ::anno::display_name("Plastic - Industrial Surface Finish V12"),
    ::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Plastic_Standardized_Surface_Finish.Plastic_Standardized_Surface_Finish_V12.png"),
	::anno::key_words(string[]("plastic", "industrial", "VDI", "VDI 12", "artificial", "finish", "decorative", "treated", "automotive", "design", "shiny", "new", "black", "dark"))
]] = 
Plastic_Standardized_Surface_Finish(
	plastic_color:                 plastic_color,
	roughness:                 	   roughness,
	bump_strength:                 bump_strength,
	reflection_weight:             reflection_weight,
	texture_translate:             texture_translate,
	texture_rotate:                texture_rotate,
	texture_scale:                 texture_scale,
	uv_space_index:                uv_space_index,
	roundcorners_enable:           roundcorners_enable,
	roundcorners_radius_mm:        roundcorners_radius_mm,
	roundcorners_across_materials: roundcorners_across_materials,
	texture_scale_refit:		   float2(0.0024f)
);

// V15
export material Plastic_Standardized_Surface_Finish_V15(
    color plastic_color = color(0.03f, 0.03f, 0.03f) [[
        ::anno::description("Choose the color of the plastic"),
        ::anno::display_name("Plastic Color"),
        ::anno::in_group("Appearance"),
        ::anno::ui_order(0)
    ]],
    float roughness = 0.23f [[
        ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."),
        ::anno::display_name("Roughness"),
        ::anno::in_group("Appearance"),
        ::anno::usage("roughness"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(1)
    ]],
    float bump_strength = 0.41f [[
        ::anno::description("Specifies the strength of the bump."),
        ::anno::display_name("Bump Strength"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 2.f),
        ::anno::soft_range(0.f, 1.f),
        ::anno::ui_order(2)
    ]],
    float reflection_weight = 0.34f [[
        ::anno::description("Amount of reflection, higher numbers provide more reflection."),
        ::anno::display_name("Reflection Weight"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(7)
    ]],
    float2 texture_translate = float2(0.f) [[
        ::anno::description("Controls the position of the texture."),
        ::anno::display_name("Texture Translate"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(3)
    ]],
    float texture_rotate = 0.f [[
        ::anno::description("Rotates angle ofy the texture in degrees."),
        ::anno::display_name("Texture Rotate"),
        ::anno::in_group("Transform"),
        ::anno::soft_range(0.f, 360.f),
        ::anno::ui_order(4)
    ]],
    float2 texture_scale = float2(1.f) [[
        ::anno::description("Larger numbers increase the size."),
        ::anno::display_name("Texture Scale"),
        ::anno::in_group("Transform"),
		::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)),
        ::anno::ui_order(5)
    ]],
    uniform int uv_space_index = 0 [[
        ::anno::description("Uses selected UV space for material."),
        ::anno::display_name("UV Space Index"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(6)
    ]],
    uniform bool roundcorners_enable = false [[
        ::anno::description("Enables the round corner effect. Comes at a slight performance cost as additional raytracing calls are required to evaluate the round corner effect."),
        ::anno::display_name("Enable Round Corners"),
        ::anno::in_group("Round Corners"),
        ::anno::ui_order(8)
    ]],
    uniform float roundcorners_radius_mm = 10.f [[
        ::anno::description("Radius of the rounded corners in millimeters."),
        ::anno::display_name("Round Corner Radius (mm)"),
        ::anno::in_group("Round Corners"),
        ::anno::soft_range(0.f, 10.f),
        ::anno::ui_order(9)
    ]],
    uniform bool roundcorners_across_materials = true [[
        ::anno::description("Applies the round corner effect across different materials when enabled."),
        ::anno::display_name("Across Materials"),
        ::anno::in_group("Round Corners."),
        ::anno::ui_order(10)
    ]]
)
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
    ::anno::display_name("Plastic - Industrial Surface Finish V15"),
    ::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Plastic_Standardized_Surface_Finish.Plastic_Standardized_Surface_Finish_V15.png"),
	::anno::key_words(string[]("plastic", "industrial", "VDI", "VDI 15", "artificial", "finish", "decorative", "treated", "automotive", "design", "shiny", "new", "black", "dark"))
]] = 
Plastic_Standardized_Surface_Finish(
	plastic_color:                 plastic_color,
	roughness:                 	   roughness,
	bump_strength:                 bump_strength,
	reflection_weight:             reflection_weight,
	texture_translate:             texture_translate,
	texture_rotate:                texture_rotate,
	texture_scale:                 texture_scale,
	uv_space_index:                uv_space_index,
	roundcorners_enable:           roundcorners_enable,
	roundcorners_radius_mm:        roundcorners_radius_mm,
	roundcorners_across_materials: roundcorners_across_materials,
	texture_scale_refit:		   float2(0.0048f)
);

// V18
export material Plastic_Standardized_Surface_Finish_V18(
    color plastic_color = color(0.03f, 0.03f, 0.03f) [[
        ::anno::description("Choose the color of the plastic"),
        ::anno::display_name("Plastic Color"),
        ::anno::in_group("Appearance"),
        ::anno::ui_order(0)
    ]],
    float roughness = 0.25f [[
        ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."),
        ::anno::display_name("Roughness"),
        ::anno::in_group("Appearance"),
        ::anno::usage("roughness"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(1)
    ]],
    float bump_strength = 0.83f [[
        ::anno::description("Specifies the strength of the bump."),
        ::anno::display_name("Bump Strength"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 2.f),
        ::anno::soft_range(0.f, 1.f),
        ::anno::ui_order(2)
    ]],
    float reflection_weight = 0.34f [[
        ::anno::description("Amount of reflection, higher numbers provide more reflection."),
        ::anno::display_name("Reflection Weight"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(7)
    ]],
    float2 texture_translate = float2(0.f) [[
        ::anno::description("Controls the position of the texture."),
        ::anno::display_name("Texture Translate"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(3)
    ]],
    float texture_rotate = 0.f [[
        ::anno::description("Rotates angle ofy the texture in degrees."),
        ::anno::display_name("Texture Rotate"),
        ::anno::in_group("Transform"),
        ::anno::soft_range(0.f, 360.f),
        ::anno::ui_order(4)
    ]],
    float2 texture_scale = float2(1.f) [[
        ::anno::description("Larger numbers increase the size."),
        ::anno::display_name("Texture Scale"),
        ::anno::in_group("Transform"),
		::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)),
        ::anno::ui_order(5)
    ]],
    uniform int uv_space_index = 0 [[
        ::anno::description("Uses selected UV space for material."),
        ::anno::display_name("UV Space Index"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(6)
    ]],
    uniform bool roundcorners_enable = false [[
        ::anno::description("Enables the round corner effect. Comes at a slight performance cost as additional raytracing calls are required to evaluate the round corner effect."),
        ::anno::display_name("Enable Round Corners"),
        ::anno::in_group("Round Corners"),
        ::anno::ui_order(8)
    ]],
    uniform float roundcorners_radius_mm = 10.f [[
        ::anno::description("Radius of the rounded corners in millimeters."),
        ::anno::display_name("Round Corner Radius (mm)"),
        ::anno::in_group("Round Corners"),
        ::anno::soft_range(0.f, 10.f),
        ::anno::ui_order(9)
    ]],
    uniform bool roundcorners_across_materials = true [[
        ::anno::description("Applies the round corner effect across different materials when enabled."),
        ::anno::display_name("Across Materials"),
        ::anno::in_group("Round Corners."),
        ::anno::ui_order(10)
    ]]
)
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
    ::anno::display_name("Plastic - Industrial Surface Finish V18"),
    ::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Plastic_Standardized_Surface_Finish.Plastic_Standardized_Surface_Finish_V18.png"),
	::anno::key_words(string[]("plastic", "industrial", "VDI", "VDI 18", "artificial", "finish", "decorative", "treated", "automotive", "design", "shiny", "new", "black", "dark"))
]] = 
Plastic_Standardized_Surface_Finish(
	plastic_color:                 plastic_color,
	roughness:                 	   roughness,
	bump_strength:                 bump_strength,
	reflection_weight:             reflection_weight,
	texture_translate:             texture_translate,
	texture_rotate:                texture_rotate,
	texture_scale:                 texture_scale,
	uv_space_index:                uv_space_index,
	roundcorners_enable:           roundcorners_enable,
	roundcorners_radius_mm:        roundcorners_radius_mm,
	roundcorners_across_materials: roundcorners_across_materials,
	texture_scale_refit:		   float2(0.00552f)
);

// V21
export material Plastic_Standardized_Surface_Finish_V21(
    color plastic_color = color(0.03f, 0.03f, 0.03f) [[
        ::anno::description("Choose the color of the plastic"),
        ::anno::display_name("Plastic Color"),
        ::anno::in_group("Appearance"),
        ::anno::ui_order(0)
    ]],
    float roughness = 0.25f [[
        ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."),
        ::anno::display_name("Roughness"),
        ::anno::in_group("Appearance"),
        ::anno::usage("roughness"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(1)
    ]],
    float bump_strength = 0.83f [[
        ::anno::description("Specifies the strength of the bump."),
        ::anno::display_name("Bump Strength"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 2.f),
        ::anno::soft_range(0.f, 1.f),
        ::anno::ui_order(2)
    ]],
    float reflection_weight = 0.34f [[
        ::anno::description("Amount of reflection, higher numbers provide more reflection."),
        ::anno::display_name("Reflection Weight"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(7)
    ]],
    float2 texture_translate = float2(0.f) [[
        ::anno::description("Controls the position of the texture."),
        ::anno::display_name("Texture Translate"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(3)
    ]],
    float texture_rotate = 0.f [[
        ::anno::description("Rotates angle ofy the texture in degrees."),
        ::anno::display_name("Texture Rotate"),
        ::anno::in_group("Transform"),
        ::anno::soft_range(0.f, 360.f),
        ::anno::ui_order(4)
    ]],
    float2 texture_scale = float2(1.f) [[
        ::anno::description("Larger numbers increase the size."),
        ::anno::display_name("Texture Scale"),
        ::anno::in_group("Transform"),
		::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)),
        ::anno::ui_order(5)
    ]],
    uniform int uv_space_index = 0 [[
        ::anno::description("Uses selected UV space for material."),
        ::anno::display_name("UV Space Index"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(6)
    ]],
    uniform bool roundcorners_enable = false [[
        ::anno::description("Enables the round corner effect. Comes at a slight performance cost as additional raytracing calls are required to evaluate the round corner effect."),
        ::anno::display_name("Enable Round Corners"),
        ::anno::in_group("Round Corners"),
        ::anno::ui_order(8)
    ]],
    uniform float roundcorners_radius_mm = 10.f [[
        ::anno::description("Radius of the rounded corners in millimeters."),
        ::anno::display_name("Round Corner Radius (mm)"),
        ::anno::in_group("Round Corners"),
        ::anno::soft_range(0.f, 10.f),
        ::anno::ui_order(9)
    ]],
    uniform bool roundcorners_across_materials = true [[
        ::anno::description("Applies the round corner effect across different materials when enabled."),
        ::anno::display_name("Across Materials"),
        ::anno::in_group("Round Corners."),
        ::anno::ui_order(10)
    ]]
)
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
    ::anno::display_name("Plastic - Industrial Surface Finish V21"),
    ::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Plastic_Standardized_Surface_Finish.Plastic_Standardized_Surface_Finish_V21.png"),
	::anno::key_words(string[]("plastic", "industrial", "VDI", "VDI 21", "artificial", "finish", "decorative", "treated", "automotive", "design", "shiny", "new", "black", "dark"))
]] = 
Plastic_Standardized_Surface_Finish(
	plastic_color:                 plastic_color,
	roughness:                 	   roughness,
	bump_strength:                 bump_strength,
	reflection_weight:             reflection_weight,
	texture_translate:             texture_translate,
	texture_rotate:                texture_rotate,
	texture_scale:                 texture_scale,
	uv_space_index:                uv_space_index,
	roundcorners_enable:           roundcorners_enable,
	roundcorners_radius_mm:        roundcorners_radius_mm,
	roundcorners_across_materials: roundcorners_across_materials,
	texture_scale_refit:		   float2(0.006f)
);

// V24
export material Plastic_Standardized_Surface_Finish_V24(
    color plastic_color = color(0.03f, 0.03f, 0.03f) [[
        ::anno::description("Choose the color of the plastic"),
        ::anno::display_name("Plastic Color"),
        ::anno::in_group("Appearance"),
        ::anno::ui_order(0)
    ]],
    float roughness = 0.25f [[
        ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."),
        ::anno::display_name("Roughness"),
        ::anno::in_group("Appearance"),
        ::anno::usage("roughness"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(1)
    ]],
    float bump_strength = 0.83f [[
        ::anno::description("Specifies the strength of the bump."),
        ::anno::display_name("Bump Strength"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 2.f),
        ::anno::soft_range(0.f, 1.f),
        ::anno::ui_order(2)
    ]],
    float reflection_weight = 0.34f [[
        ::anno::description("Amount of reflection, higher numbers provide more reflection."),
        ::anno::display_name("Reflection Weight"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(7)
    ]],
    float2 texture_translate = float2(0.f) [[
        ::anno::description("Controls the position of the texture."),
        ::anno::display_name("Texture Translate"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(3)
    ]],
    float texture_rotate = 0.f [[
        ::anno::description("Rotates angle ofy the texture in degrees."),
        ::anno::display_name("Texture Rotate"),
        ::anno::in_group("Transform"),
        ::anno::soft_range(0.f, 360.f),
        ::anno::ui_order(4)
    ]],
    float2 texture_scale = float2(1.f) [[
        ::anno::description("Larger numbers increase the size."),
        ::anno::display_name("Texture Scale"),
        ::anno::in_group("Transform"),
		::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)),
        ::anno::ui_order(5)
    ]],
    uniform int uv_space_index = 0 [[
        ::anno::description("Uses selected UV space for material."),
        ::anno::display_name("UV Space Index"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(6)
    ]],
    uniform bool roundcorners_enable = false [[
        ::anno::description("Enables the round corner effect. Comes at a slight performance cost as additional raytracing calls are required to evaluate the round corner effect."),
        ::anno::display_name("Enable Round Corners"),
        ::anno::in_group("Round Corners"),
        ::anno::ui_order(8)
    ]],
    uniform float roundcorners_radius_mm = 10.f [[
        ::anno::description("Radius of the rounded corners in millimeters."),
        ::anno::display_name("Round Corner Radius (mm)"),
        ::anno::in_group("Round Corners"),
        ::anno::soft_range(0.f, 10.f),
        ::anno::ui_order(9)
    ]],
    uniform bool roundcorners_across_materials = true [[
        ::anno::description("Applies the round corner effect across different materials when enabled."),
        ::anno::display_name("Across Materials"),
        ::anno::in_group("Round Corners."),
        ::anno::ui_order(10)
    ]]
)
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
    ::anno::display_name("Plastic - Industrial Surface Finish V24"),
    ::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Plastic_Standardized_Surface_Finish.Plastic_Standardized_Surface_Finish_V24.png"),
	::anno::key_words(string[]("plastic", "industrial", "VDI", "VDI 24", "artificial", "finish", "decorative", "treated", "automotive", "design", "shiny", "new", "black", "dark"))
]] = 
Plastic_Standardized_Surface_Finish(
	plastic_color:                 plastic_color,
	roughness:                 	   roughness,
	bump_strength:                 bump_strength,
	reflection_weight:             reflection_weight,
	texture_translate:             texture_translate,
	texture_rotate:                texture_rotate,
	texture_scale:                 texture_scale,
	uv_space_index:                uv_space_index,
	roundcorners_enable:           roundcorners_enable,
	roundcorners_radius_mm:        roundcorners_radius_mm,
	roundcorners_across_materials: roundcorners_across_materials,
	texture_scale_refit:		   float2(0.0072f)
);


// V27
export material Plastic_Standardized_Surface_Finish_V27(
    color plastic_color = color(0.03f, 0.03f, 0.03f) [[
        ::anno::description("Choose the color of the plastic"),
        ::anno::display_name("Plastic Color"),
        ::anno::in_group("Appearance"),
        ::anno::ui_order(0)
    ]],
    float roughness = 0.25f [[
        ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."),
        ::anno::display_name("Roughness"),
        ::anno::in_group("Appearance"),
        ::anno::usage("roughness"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(1)
    ]],
    float bump_strength = 0.83f [[
        ::anno::description("Specifies the strength of the bump."),
        ::anno::display_name("Bump Strength"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 2.f),
        ::anno::soft_range(0.f, 1.f),
        ::anno::ui_order(2)
    ]],
    float reflection_weight = 0.34f [[
        ::anno::description("Amount of reflection, higher numbers provide more reflection."),
        ::anno::display_name("Reflection Weight"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(7)
    ]],
    float2 texture_translate = float2(0.f) [[
        ::anno::description("Controls the position of the texture."),
        ::anno::display_name("Texture Translate"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(3)
    ]],
    float texture_rotate = 0.f [[
        ::anno::description("Rotates angle ofy the texture in degrees."),
        ::anno::display_name("Texture Rotate"),
        ::anno::in_group("Transform"),
        ::anno::soft_range(0.f, 360.f),
        ::anno::ui_order(4)
    ]],
    float2 texture_scale = float2(1.f) [[
        ::anno::description("Larger numbers increase the size."),
        ::anno::display_name("Texture Scale"),
        ::anno::in_group("Transform"),
		::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)),
        ::anno::ui_order(5)
    ]],
    uniform int uv_space_index = 0 [[
        ::anno::description("Uses selected UV space for material."),
        ::anno::display_name("UV Space Index"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(6)
    ]],
    uniform bool roundcorners_enable = false [[
        ::anno::description("Enables the round corner effect. Comes at a slight performance cost as additional raytracing calls are required to evaluate the round corner effect."),
        ::anno::display_name("Enable Round Corners"),
        ::anno::in_group("Round Corners"),
        ::anno::ui_order(8)
    ]],
    uniform float roundcorners_radius_mm = 10.f [[
        ::anno::description("Radius of the rounded corners in millimeters."),
        ::anno::display_name("Round Corner Radius (mm)"),
        ::anno::in_group("Round Corners"),
        ::anno::soft_range(0.f, 10.f),
        ::anno::ui_order(9)
    ]],
    uniform bool roundcorners_across_materials = true [[
        ::anno::description("Applies the round corner effect across different materials when enabled."),
        ::anno::display_name("Across Materials"),
        ::anno::in_group("Round Corners."),
        ::anno::ui_order(10)
    ]]
)
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
    ::anno::display_name("Plastic - Industrial Surface Finish V27"),
    ::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Plastic_Standardized_Surface_Finish.Plastic_Standardized_Surface_Finish_V27.png"),
	::anno::key_words(string[]("plastic", "industrial", "VDI", "VDI 27", "artificial", "finish", "decorative", "treated", "automotive", "design", "shiny", "new", "black", "dark"))
]] = 
Plastic_Standardized_Surface_Finish(
	plastic_color:                 plastic_color,
	roughness:                 	   roughness,
	bump_strength:                 bump_strength,
	reflection_weight:             reflection_weight,
	texture_translate:             texture_translate,
	texture_rotate:                texture_rotate,
	texture_scale:                 texture_scale,
	uv_space_index:                uv_space_index,
	roundcorners_enable:           roundcorners_enable,
	roundcorners_radius_mm:        roundcorners_radius_mm,
	roundcorners_across_materials: roundcorners_across_materials,
	texture_scale_refit:		   float2(0.0084f)
);


// Template for other VDI-like materials which use a different bump map
export material Plastic_Standardized_Surface_Finish_Template_V2(
    color plastic_color = color(0.03f, 0.03f, 0.03f) [[
        ::anno::description("Choose the color of the plastic."),
        ::anno::display_name("Plastic Color"),
        ::anno::in_group("Appearance"),
        ::anno::ui_order(0)
    ]],
    float roughness = 0.2f [[
        ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."),
        ::anno::display_name("Roughness"),
        ::anno::in_group("Appearance"),
        ::anno::usage("roughness"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(1)
    ]],
    float bump_strength = 1.f [[
        ::anno::description("Specifies the strength of the bump."),
        ::anno::display_name("Bump Strength"),
        ::anno::in_group("Appearance"),
        ::anno::soft_range(0.f, 1.f),
        ::anno::hard_range(0.f, 2.f),
        ::anno::ui_order(2)
    ]],
    float2 texture_translate = float2(0.f) [[
        ::anno::description("Controls the position of the texture."),
        ::anno::display_name("Texture Translate"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(3)
    ]],
    float texture_rotate = 0.f [[
        ::anno::description("Rotates angle of the texture in degrees."),
        ::anno::display_name("Texture Rotate"),
        ::anno::in_group("Transform"),
        ::anno::soft_range(0.f, 360.f),
        ::anno::ui_order(4)
    ]],
    float2 texture_scale = float2(4.30000019f) [[
        ::anno::description("Larger numbers increase the size."),
        ::anno::display_name("Texture Scale"),
        ::anno::in_group("Transform"),
		::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)),
        ::anno::ui_order(5)
    ]],
    uniform int uv_space_index = 0 [[
        ::anno::description("Uses selected UV space for material."),
        ::anno::display_name("UV Space Index"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(6)
    ]],
    float reflection_weight = 0.5f [[
        ::anno::description("Amount of reflection, higher numbers provide more reflection."),
        ::anno::display_name("Reflection Weight"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(7)
    ]],
    uniform bool roundcorners_enable = false [[
        ::anno::description("Enables the round corner effect. Comes at a slight performance cost as additional raytracing calls are required to evaluate the round corner effect."),
        ::anno::display_name("Enable Round Corners"),
        ::anno::in_group("Round Corners"),
        ::anno::ui_order(8)
    ]],
    uniform float roundcorners_radius_mm = 1.5f [[
        ::anno::description("Radius of the rounded corners in millimeters."),
        ::anno::display_name("Round Corner Radius (mm)"),
        ::anno::in_group("Round Corners"),
        ::anno::soft_range(0.f, 10.f),
        ::anno::ui_order(9)
    ]],
    uniform bool roundcorners_across_materials = false [[
        ::anno::description("Applies the round corner effect across different materials when enabled."),
        ::anno::display_name("Across Materials"),
        ::anno::in_group("Round Corners"),
        ::anno::ui_order(10)
    ]],
	// Material presets need to have different scalings. This parameter is required to fit all material presets 
	// so that the 'normal' texture_scale sits at float2(1.0f)
	float2 texture_scale_refit = float2(0.015f) [[
        ::anno::description("Adjusts the texture scale for a material."),
        ::anno::display_name("Texture Scale"),
        ::anno::in_group("Advanced"),
		::anno::hidden(),
        ::anno::ui_order(11)
    ]])
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
    ::anno::display_name("Plastic - Industrial Surface Finish Template V2"),
    ::anno::description("Master template material. This material should be hidden."
						"If you see this material, the integration is not hiding it correctly."),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Plastic_Standardized_Surface_Finish.Plastic_Standardized_Surface_Finish_Template_V2.png"),
	::anno::key_words(string[]("plastic", "industrial", "VDI", "artificial", "finish", "decorative", "treated", "automotive", "design", "rough", "bumped", "matte", "bumped", "new", "black", "dark")),
	::anno::hidden()
]]
 = 
    let {
        bool tmp0 = false;
		float2 texture_rescale = texture_scale * texture_scale_refit;
		
        material_surface tmp1(::df::custom_curve_layer(0.0399999991f, 1.f, 5.f, histogram_scan_big(float3(vm_tex_lookup(texture_2d("./textures/mold_45_r_rough_g_ao.jpg", ::tex::gamma_linear), vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), mono_a, float4(1.f)).tint).y, 0.610000014f, ::math::lerp(0.879999995f, 0.239999995f, reflection_weight)), ::df::microfacet_ggx_smith_bsdf(roughness * 0.199999988f, roughness * 0.199999988f, color(1.f, 1.f, 1.f), color(0.f, 0.f, 0.f), ::state::texture_tangent_u(0), ::df::scatter_reflect), ::df::weighted_layer(1.f, ::df::diffuse_reflection_bsdf(plastic_color, 0.f), bsdf(), vm_tex_normal_lookup(texture_2d("./textures/mold_45_norm.jpg", ::tex::gamma_linear), vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), bump_strength)), vm_tex_normal_lookup(texture_2d("./textures/mold_45_norm.jpg", ::tex::gamma_linear), vm_coord(texture_translate, texture_rotate, texture_rescale, uv_space_index), bump_strength)), material_emission(emission: edf(), intensity: color(0.f, 0.f, 0.f), mode: intensity_radiant_exitance));
        material_surface tmp2 = material_surface(scattering: bsdf(), emission: material_emission(emission: edf(), intensity: color(0.f, 0.f, 0.f), mode: intensity_radiant_exitance));
        color tmp3 = color(2.30851698f, 2.30851698f, 2.30851698f);
        material_volume tmp4 = material_volume(scattering: vdf(), absorption_coefficient: color(0.f, 0.f, 0.f), scattering_coefficient: color(0.f, 0.f, 0.f));
        material_geometry tmp5(float3(0.f), 1.f, roundcorners_enable ? ::state::rounded_corner_normal(roundcorners_radius_mm * 0.00100000005f, roundcorners_across_materials, 1.f) : ::state::normal());
		
    } in
        material(
            thin_walled: tmp0,
            surface: tmp1,
            backface: tmp2,
            ior: tmp3,
            volume: tmp4,
            geometry: tmp5);


// V30
export material Plastic_Standardized_Surface_Finish_V30(
    color plastic_color = color(0.03f, 0.03f, 0.03f) [[
        ::anno::description("Choose the color of the plastic"),
        ::anno::display_name("Plastic Color"),
        ::anno::in_group("Appearance"),
        ::anno::ui_order(0)
    ]],
    float roughness = 0.2f [[
        ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."),
        ::anno::display_name("Roughness"),
        ::anno::in_group("Appearance"),
        ::anno::usage("roughness"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(1)
    ]],
    float bump_strength = 1.0f [[
        ::anno::description("Specifies the strength of the bump."),
        ::anno::display_name("Bump Strength"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 2.f),
        ::anno::soft_range(0.f, 1.f),
        ::anno::ui_order(2)
    ]],
    float reflection_weight = 0.6f [[
        ::anno::description("Amount of reflection, higher numbers provide more reflection."),
        ::anno::display_name("Reflection Weight"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(7)
    ]],
    float2 texture_translate = float2(0.f) [[
        ::anno::description("Controls the position of the texture."),
        ::anno::display_name("Texture Translate"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(3)
    ]],
    float texture_rotate = 0.f [[
        ::anno::description("Rotates angle ofy the texture in degrees."),
        ::anno::display_name("Texture Rotate"),
        ::anno::in_group("Transform"),
        ::anno::soft_range(0.f, 360.f),
        ::anno::ui_order(4)
    ]],
    float2 texture_scale = float2(1.f) [[
        ::anno::description("Larger numbers increase the size."),
        ::anno::display_name("Texture Scale"),
        ::anno::in_group("Transform"),
		::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)),
        ::anno::ui_order(5)
    ]],
    uniform int uv_space_index = 0 [[
        ::anno::description("Uses selected UV space for material."),
        ::anno::display_name("UV Space Index"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(6)
    ]],
    uniform bool roundcorners_enable = false [[
        ::anno::description("Enables the round corner effect. Comes at a slight performance cost as additional raytracing calls are required to evaluate the round corner effect."),
        ::anno::display_name("Enable Round Corners"),
        ::anno::in_group("Round Corners"),
        ::anno::ui_order(8)
    ]],
    uniform float roundcorners_radius_mm = 0.5f [[
        ::anno::description("Radius of the rounded corners in millimeters."),
        ::anno::display_name("Round Corner Radius (mm)"),
        ::anno::in_group("Round Corners"),
        ::anno::soft_range(0.f, 10.f),
        ::anno::ui_order(9)
    ]],
    uniform bool roundcorners_across_materials = false [[
        ::anno::description("Applies the round corner effect across different materials when enabled."),
        ::anno::display_name("Across Materials"),
        ::anno::in_group("Round Corners."),
        ::anno::ui_order(10)
    ]]
)
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
    ::anno::display_name("Plastic - Industrial Surface Finish V30"),
    ::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Plastic_Standardized_Surface_Finish.Plastic_Standardized_Surface_Finish_V30.png"),
	::anno::key_words(string[]("plastic", "industrial", "VDI", "VDI 30", "artificial", "finish", "decorative", "treated", "automotive", "design", "matte", "new", "black", "dark"))
]] = 
Plastic_Standardized_Surface_Finish_Template_V2(
	plastic_color:                 plastic_color,
	roughness:                 	   roughness,
	bump_strength:                 bump_strength,
	reflection_weight:             reflection_weight,
	texture_translate:             texture_translate,
	texture_rotate:                texture_rotate,
	texture_scale:                 texture_scale,
	uv_space_index:                uv_space_index,
	roundcorners_enable:           roundcorners_enable,
	roundcorners_radius_mm:        roundcorners_radius_mm,
	roundcorners_across_materials: roundcorners_across_materials,
	texture_scale_refit:		   float2(0.0108f)
);

// V 33
export material Plastic_Standardized_Surface_Finish_V33(
    color plastic_color = color(0.03f, 0.03f, 0.03f) [[
        ::anno::description("Choose the color of the plastic"),
        ::anno::display_name("Plastic Color"),
        ::anno::in_group("Appearance"),
        ::anno::ui_order(0)
    ]],
    float roughness = 0.2f [[
        ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."),
        ::anno::display_name("Roughness"),
        ::anno::in_group("Appearance"),
        ::anno::usage("roughness"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(1)
    ]],
    float bump_strength = 1.0f [[
        ::anno::description("Specifies the strength of the bump."),
        ::anno::display_name("Bump Strength"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 2.f),
        ::anno::soft_range(0.f, 1.f),
        ::anno::ui_order(2)
    ]],
    float reflection_weight = 0.6f [[
        ::anno::description("Amount of reflection, higher numbers provide more reflection."),
        ::anno::display_name("Reflection Weight"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(7)
    ]],
    float2 texture_translate = float2(0.f) [[
        ::anno::description("Controls the position of the texture."),
        ::anno::display_name("Texture Translate"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(3)
    ]],
    float texture_rotate = 0.f [[
        ::anno::description("Rotates angle ofy the texture in degrees."),
        ::anno::display_name("Texture Rotate"),
        ::anno::in_group("Transform"),
        ::anno::soft_range(0.f, 360.f),
        ::anno::ui_order(4)
    ]],
    float2 texture_scale = float2(1.f) [[
        ::anno::description("Larger numbers increase the size."),
        ::anno::display_name("Texture Scale"),
        ::anno::in_group("Transform"),
		::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)),
        ::anno::ui_order(5)
    ]],
    uniform int uv_space_index = 0 [[
        ::anno::description("Uses selected UV space for material."),
        ::anno::display_name("UV Space Index"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(6)
    ]],
    uniform bool roundcorners_enable = false [[
        ::anno::description("Enables the round corner effect. Comes at a slight performance cost as additional raytracing calls are required to evaluate the round corner effect."),
        ::anno::display_name("Enable Round Corners"),
        ::anno::in_group("Round Corners"),
        ::anno::ui_order(8)
    ]],
    uniform float roundcorners_radius_mm = 0.5f [[
        ::anno::description("Radius of the rounded corners in millimeters."),
        ::anno::display_name("Round Corner Radius (mm)"),
        ::anno::in_group("Round Corners"),
        ::anno::soft_range(0.f, 10.f),
        ::anno::ui_order(9)
    ]],
    uniform bool roundcorners_across_materials = false [[
        ::anno::description("Applies the round corner effect across different materials when enabled."),
        ::anno::display_name("Across Materials"),
        ::anno::in_group("Round Corners."),
        ::anno::ui_order(10)
    ]]
)
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
    ::anno::display_name("Plastic - Industrial Surface Finish V33"),
    ::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Plastic_Standardized_Surface_Finish.Plastic_Standardized_Surface_Finish_V33.png"),
	::anno::key_words(string[]("plastic", "industrial", "VDI", "VDI 33", "artificial", "finish", "decorative", "treated", "automotive", "design", "matte", "bumped", "new", "black", "dark"))
]] = 
Plastic_Standardized_Surface_Finish_Template_V2(
	plastic_color:                 plastic_color,
	roughness:                 	   roughness,
	bump_strength:                 bump_strength,
	reflection_weight:             reflection_weight,
	texture_translate:             texture_translate,
	texture_rotate:                texture_rotate,
	texture_scale:                 texture_scale,
	uv_space_index:                uv_space_index,
	roundcorners_enable:           roundcorners_enable,
	roundcorners_radius_mm:        roundcorners_radius_mm,
	roundcorners_across_materials: roundcorners_across_materials,
	texture_scale_refit:		   float2(0.0168f)
);


// V 36
export material Plastic_Standardized_Surface_Finish_V36(
    color plastic_color = color(0.03f, 0.03f, 0.03f) [[
        ::anno::description("Choose the color of the plastic"),
        ::anno::display_name("Plastic Color"),
        ::anno::in_group("Appearance"),
        ::anno::ui_order(0)
    ]],
    float roughness = 0.2f [[
        ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."),
        ::anno::display_name("Roughness"),
        ::anno::in_group("Appearance"),
        ::anno::usage("roughness"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(1)
    ]],
    float bump_strength = 1.0f [[
        ::anno::description("Specifies the strength of the bump."),
        ::anno::display_name("Bump Strength"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 2.f),
        ::anno::soft_range(0.f, 1.f),
        ::anno::ui_order(2)
    ]],
    float reflection_weight = 0.6f [[
        ::anno::description("Amount of reflection, higher numbers provide more reflection."),
        ::anno::display_name("Reflection Weight"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(7)
    ]],
    float2 texture_translate = float2(0.f) [[
        ::anno::description("Controls the position of the texture."),
        ::anno::display_name("Texture Translate"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(3)
    ]],
    float texture_rotate = 0.f [[
        ::anno::description("Rotates angle ofy the texture in degrees."),
        ::anno::display_name("Texture Rotate"),
        ::anno::in_group("Transform"),
        ::anno::soft_range(0.f, 360.f),
        ::anno::ui_order(4)
    ]],
    float2 texture_scale = float2(1.f) [[
        ::anno::description("Larger numbers increase the size."),
        ::anno::display_name("Texture Scale"),
        ::anno::in_group("Transform"),
		::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)),
        ::anno::ui_order(5)
    ]],
    uniform int uv_space_index = 0 [[
        ::anno::description("Uses selected UV space for material."),
        ::anno::display_name("UV Space Index"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(6)
    ]],
    uniform bool roundcorners_enable = false [[
        ::anno::description("Enables the round corner effect. Comes at a slight performance cost as additional raytracing calls are required to evaluate the round corner effect."),
        ::anno::display_name("Enable Round Corners"),
        ::anno::in_group("Round Corners"),
        ::anno::ui_order(8)
    ]],
    uniform float roundcorners_radius_mm = 0.5f [[
        ::anno::description("Radius of the rounded corners in millimeters."),
        ::anno::display_name("Round Corner Radius (mm)"),
        ::anno::in_group("Round Corners"),
        ::anno::soft_range(0.f, 10.f),
        ::anno::ui_order(9)
    ]],
    uniform bool roundcorners_across_materials = false [[
        ::anno::description("Applies the round corner effect across different materials when enabled."),
        ::anno::display_name("Across Materials"),
        ::anno::in_group("Round Corners."),
        ::anno::ui_order(10)
    ]]
)
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
    ::anno::display_name("Plastic - Industrial Surface Finish V36"),
    ::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Plastic_Standardized_Surface_Finish.Plastic_Standardized_Surface_Finish_V36.png"),
	::anno::key_words(string[]("plastic", "industrial", "VDI", "VDI 36", "artificial", "finish", "decorative", "treated", "automotive", "design", "matte", "bumped", "new", "black", "dark"))
]] = 
Plastic_Standardized_Surface_Finish_Template_V2(
	plastic_color:                 plastic_color,
	roughness:                 	   roughness,
	bump_strength:                 bump_strength,
	reflection_weight:             reflection_weight,
	texture_translate:             texture_translate,
	texture_rotate:                texture_rotate,
	texture_scale:                 texture_scale,
	uv_space_index:                uv_space_index,
	roundcorners_enable:           roundcorners_enable,
	roundcorners_radius_mm:        roundcorners_radius_mm,
	roundcorners_across_materials: roundcorners_across_materials,
	texture_scale_refit:		   float2(0.0204f)
);


// V 39
export material Plastic_Standardized_Surface_Finish_V39(
    color plastic_color = color(0.03f, 0.03f, 0.03f) [[
        ::anno::description("Choose the color of the plastic"),
        ::anno::display_name("Plastic Color"),
        ::anno::in_group("Appearance"),
        ::anno::ui_order(0)
    ]],
    float roughness = 0.2f [[
        ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."),
        ::anno::display_name("Roughness"),
        ::anno::in_group("Appearance"),
        ::anno::usage("roughness"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(1)
    ]],
    float bump_strength = 1.0f [[
        ::anno::description("Specifies the strength of the bump."),
        ::anno::display_name("Bump Strength"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 2.f),
        ::anno::soft_range(0.f, 1.f),
        ::anno::ui_order(2)
    ]],
    float reflection_weight = 0.6f [[
        ::anno::description("Amount of reflection, higher numbers provide more reflection."),
        ::anno::display_name("Reflection Weight"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(7)
    ]],
    float2 texture_translate = float2(0.f) [[
        ::anno::description("Controls the position of the texture."),
        ::anno::display_name("Texture Translate"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(3)
    ]],
    float texture_rotate = 0.f [[
        ::anno::description("Rotates angle ofy the texture in degrees."),
        ::anno::display_name("Texture Rotate"),
        ::anno::in_group("Transform"),
        ::anno::soft_range(0.f, 360.f),
        ::anno::ui_order(4)
    ]],
    float2 texture_scale = float2(1.f) [[
        ::anno::description("Larger numbers increase the size."),
        ::anno::display_name("Texture Scale"),
        ::anno::in_group("Transform"),
		::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)),
        ::anno::ui_order(5)
    ]],
    uniform int uv_space_index = 0 [[
        ::anno::description("Uses selected UV space for material."),
        ::anno::display_name("UV Space Index"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(6)
    ]],
    uniform bool roundcorners_enable = false [[
        ::anno::description("Enables the round corner effect. Comes at a slight performance cost as additional raytracing calls are required to evaluate the round corner effect."),
        ::anno::display_name("Enable Round Corners"),
        ::anno::in_group("Round Corners"),
        ::anno::ui_order(8)
    ]],
    uniform float roundcorners_radius_mm = 0.5f [[
        ::anno::description("Radius of the rounded corners in millimeters."),
        ::anno::display_name("Round Corner Radius (mm)"),
        ::anno::in_group("Round Corners"),
        ::anno::soft_range(0.f, 10.f),
        ::anno::ui_order(9)
    ]],
    uniform bool roundcorners_across_materials = false [[
        ::anno::description("Applies the round corner effect across different materials when enabled."),
        ::anno::display_name("Across Materials"),
        ::anno::in_group("Round Corners."),
        ::anno::ui_order(10)
    ]]
)
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
    ::anno::display_name("Plastic - Industrial Surface Finish V39"),
    ::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Plastic_Standardized_Surface_Finish.Plastic_Standardized_Surface_Finish_V39.png"),
	::anno::key_words(string[]("plastic", "industrial", "VDI", "VDI 39", "artificial", "finish", "decorative", "treated", "automotive", "design", "matte", "bumped", "new", "black", "dark"))
]] = 
Plastic_Standardized_Surface_Finish_Template_V2(
	plastic_color:                 plastic_color,
	roughness:                 	   roughness,
	bump_strength:                 bump_strength,
	reflection_weight:             reflection_weight,
	texture_translate:             texture_translate,
	texture_rotate:                texture_rotate,
	texture_scale:                 texture_scale,
	uv_space_index:                uv_space_index,
	roundcorners_enable:           roundcorners_enable,
	roundcorners_radius_mm:        roundcorners_radius_mm,
	roundcorners_across_materials: roundcorners_across_materials,
	texture_scale_refit:		   float2(0.024f)
);


// V 42
export material Plastic_Standardized_Surface_Finish_V42(
    color plastic_color = color(0.03f, 0.03f, 0.03f) [[
        ::anno::description("Choose the color of the plastic"),
        ::anno::display_name("Plastic Color"),
        ::anno::in_group("Appearance"),
        ::anno::ui_order(0)
    ]],
    float roughness = 0.2f [[
        ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."),
        ::anno::display_name("Roughness"),
        ::anno::in_group("Appearance"),
        ::anno::usage("roughness"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(1)
    ]],
    float bump_strength = 1.0f [[
        ::anno::description("Specifies the strength of the bump."),
        ::anno::display_name("Bump Strength"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 2.f),
        ::anno::soft_range(0.f, 1.f),
        ::anno::ui_order(2)
    ]],
    float reflection_weight = 0.6f [[
        ::anno::description("Amount of reflection, higher numbers provide more reflection."),
        ::anno::display_name("Reflection Weight"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(7)
    ]],
    float2 texture_translate = float2(0.f) [[
        ::anno::description("Controls the position of the texture."),
        ::anno::display_name("Texture Translate"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(3)
    ]],
    float texture_rotate = 0.f [[
        ::anno::description("Rotates angle ofy the texture in degrees."),
        ::anno::display_name("Texture Rotate"),
        ::anno::in_group("Transform"),
        ::anno::soft_range(0.f, 360.f),
        ::anno::ui_order(4)
    ]],
    float2 texture_scale = float2(1.f) [[
        ::anno::description("Larger numbers increase the size."),
        ::anno::display_name("Texture Scale"),
        ::anno::in_group("Transform"),
		::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)),
        ::anno::ui_order(5)
    ]],
    uniform int uv_space_index = 0 [[
        ::anno::description("Uses selected UV space for material."),
        ::anno::display_name("UV Space Index"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(6)
    ]],
    uniform bool roundcorners_enable = false [[
        ::anno::description("Enables the round corner effect. Comes at a slight performance cost as additional raytracing calls are required to evaluate the round corner effect."),
        ::anno::display_name("Enable Round Corners"),
        ::anno::in_group("Round Corners"),
        ::anno::ui_order(8)
    ]],
    uniform float roundcorners_radius_mm = 0.5f [[
        ::anno::description("Radius of the rounded corners in millimeters."),
        ::anno::display_name("Round Corner Radius (mm)"),
        ::anno::in_group("Round Corners"),
        ::anno::soft_range(0.f, 10.f),
        ::anno::ui_order(9)
    ]],
    uniform bool roundcorners_across_materials = false [[
        ::anno::description("Applies the round corner effect across different materials when enabled."),
        ::anno::display_name("Across Materials"),
        ::anno::in_group("Round Corners."),
        ::anno::ui_order(10)
    ]]
)
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
    ::anno::display_name("Plastic - Industrial Surface Finish V42"),
    ::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Plastic_Standardized_Surface_Finish.Plastic_Standardized_Surface_Finish_V42.png"),
	::anno::key_words(string[]("plastic", "industrial", "VDI", "VDI 42", "artificial", "finish", "decorative", "treated", "automotive", "design", "matte", "bumped", "new", "black", "dark"))
]] = 
Plastic_Standardized_Surface_Finish_Template_V2(
	plastic_color:                 plastic_color,
	roughness:                 	   roughness,
	bump_strength:                 bump_strength,
	reflection_weight:             reflection_weight,
	texture_translate:             texture_translate,
	texture_rotate:                texture_rotate,
	texture_scale:                 texture_scale,
	uv_space_index:                uv_space_index,
	roundcorners_enable:           roundcorners_enable,
	roundcorners_radius_mm:        roundcorners_radius_mm,
	roundcorners_across_materials: roundcorners_across_materials,
	texture_scale_refit:		   float2(0.0384f)
);



// V 45
export material Plastic_Standardized_Surface_Finish_V45(
    color plastic_color = color(0.03f, 0.03f, 0.03f) [[
        ::anno::description("Choose the color of the plastic"),
        ::anno::display_name("Plastic Color"),
        ::anno::in_group("Appearance"),
        ::anno::ui_order(0)
    ]],
    float roughness = 0.2f [[
        ::anno::description("Higher roughness values lead to bigger highlights and blurrier reflections."),
        ::anno::display_name("Roughness"),
        ::anno::in_group("Appearance"),
        ::anno::usage("roughness"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(1)
    ]],
    float bump_strength = 1.0f [[
        ::anno::description("Specifies the strength of the bump."),
        ::anno::display_name("Bump Strength"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 2.f),
        ::anno::soft_range(0.f, 1.f),
        ::anno::ui_order(2)
    ]],
    float reflection_weight = 0.6f [[
        ::anno::description("Amount of reflection, higher numbers provide more reflection."),
        ::anno::display_name("Reflection Weight"),
        ::anno::in_group("Appearance"),
        ::anno::hard_range(0.f, 1.f),
        ::anno::ui_order(7)
    ]],
    float2 texture_translate = float2(0.f) [[
        ::anno::description("Controls the position of the texture."),
        ::anno::display_name("Texture Translate"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(3)
    ]],
    float texture_rotate = 0.f [[
        ::anno::description("Rotates angle ofy the texture in degrees."),
        ::anno::display_name("Texture Rotate"),
        ::anno::in_group("Transform"),
        ::anno::soft_range(0.f, 360.f),
        ::anno::ui_order(4)
    ]],
    float2 texture_scale = float2(1.f) [[
        ::anno::description("Larger numbers increase the size."),
        ::anno::display_name("Texture Scale"),
        ::anno::in_group("Transform"),
		::nvidia::core_definitions::dimension(float2(1.0f, 1.0f)),
        ::anno::ui_order(5)
    ]],
    uniform int uv_space_index = 0 [[
        ::anno::description("Uses selected UV space for material."),
        ::anno::display_name("UV Space Index"),
        ::anno::in_group("Transform"),
        ::anno::ui_order(6)
    ]],
    uniform bool roundcorners_enable = false [[
        ::anno::description("Enables the round corner effect. Comes at a slight performance cost as additional raytracing calls are required to evaluate the round corner effect."),
        ::anno::display_name("Enable Round Corners"),
        ::anno::in_group("Round Corners"),
        ::anno::ui_order(8)
    ]],
    uniform float roundcorners_radius_mm = 0.5f [[
        ::anno::description("Radius of the rounded corners in millimeters."),
        ::anno::display_name("Round Corner Radius (mm)"),
        ::anno::in_group("Round Corners"),
        ::anno::soft_range(0.f, 10.f),
        ::anno::ui_order(9)
    ]],
    uniform bool roundcorners_across_materials = false [[
        ::anno::description("Applies the round corner effect across different materials when enabled."),
        ::anno::display_name("Across Materials"),
        ::anno::in_group("Round Corners."),
        ::anno::ui_order(10)
    ]]
)
[[
	::anno::author("NVIDIA vMaterials"),
	::anno::contributor("Rüdiger Raab"),
    ::anno::display_name("Plastic - Industrial Surface Finish V45"),
    ::anno::description(DESCRIPTION),
	::anno::copyright_notice(COPYRIGHT),
	::anno::thumbnail("./.thumbs/Plastic_Standardized_Surface_Finish.Plastic_Standardized_Surface_Finish_V45.png"),
	::anno::key_words(string[]("plastic", "industrial", "VDI", "VDI 45", "artificial", "finish", "decorative", "treated", "automotive", "design", "matte", "bumped", "new", "black", "dark"))
]] = 
Plastic_Standardized_Surface_Finish_Template_V2(
	plastic_color:                 plastic_color,
	roughness:                 	   roughness,
	bump_strength:                 bump_strength,
	reflection_weight:             reflection_weight,
	texture_translate:             texture_translate,
	texture_rotate:                texture_rotate,
	texture_scale:                 texture_scale,
	uv_space_index:                uv_space_index,
	roundcorners_enable:           roundcorners_enable,
	roundcorners_radius_mm:        roundcorners_radius_mm,
	roundcorners_across_materials: roundcorners_across_materials,
	texture_scale_refit:		   float2(0.1032f)
);