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mdl 1.3;

import ::math::*;
import ::state::*;
import ::tex::*;
import ::anno::*;
using .::OmniUe4FunctionTerrain import *;
using .::OmniUe4BaseTerrain 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 terrain_with_grass_adv(

	uniform bool enable_transmission = false

	[[

		anno::display_name("Enable Diffuse Transmission"),

		anno::description("Enables the diffuse transmission of light through thin diffuse scattering layer"),

		anno::in_group("Diffuse")

	]],

	uniform float opacity_ratio = 1.f

	[[

		// anno::enable_if("enable_transmission == true"),

		anno::display_name("Opacity Ratio"),

		anno::description("Amount of opacity"),

		anno::in_group("Diffuse")

	]],

	uniform color opacity_tint = color(1.0f)

	[[

		// anno::enable_if("enable_transmission == true"),

		anno::display_name("Diffuse transmission tint"),

		anno::description("Base diffuse transmission color"),

		anno::in_group("Diffuse")

	]],

	uniform float opacity_multiplier = 1.f

	[[

		// anno::enable_if("enable_transmission == true"),

		anno::display_name("Diffuse transmission multiplier"),

		anno::description("Base diffuse transmission multiplier"),

		anno::in_group("Diffuse")

	]],



	float GlobalNormalFactor = 1.0,

	float WorldSpaceUVMult = 5000.0,

	float Set1Tile = 2.5,

	uniform texture_2d Set1SuperNormal = texture_2d("./drivable_surfaces/general/road/road_base/set1supernormal.TGA",::tex::gamma_linear)

	[[sampler_color()]],

	float Set2Tile = 4.0,

	uniform texture_2d Set2SuperNormal = texture_2d("./drivable_surfaces/general/road/road_base/set1supernormal.TGA",::tex::gamma_linear)

	[[sampler_color()]],

	float Set1Set2BlendNoiseTile = 1.0,

	uniform texture_2d Set1Set2BlendNoise = texture_2d("./drivable_surfaces/general/road/road_base/t_noise_d.png",::tex::gamma_srgb)

	[[sampler_color()]],

	float NormalConvert = 1.0,

	float NormalAmount = 0.2,

	float Puddle_NormalAmount = 0.0,

	float Puddle_NoiseTile = 0.5,

	uniform texture_2d PuddleNoise = texture_2d("./drivable_surfaces/general/road/road_base/t_noise01.png",::tex::gamma_srgb)

	[[sampler_color()]],

	float Puddle_NoiseBlend = 1.0,

	float Terrain_Set1Tile = 5.0,

	uniform texture_2d Terrain_Set1SuperNormal = texture_2d("./surrounding_surfaces/terrain/terrain_with_grass_adv/grassdead_normal.TGA",::tex::gamma_linear)

	[[sampler_color()]],

	float Terrain_Set2Tile = 2.0,

	uniform texture_2d Terrain_Set2SuperNormal = texture_2d("./surrounding_surfaces/terrain/terrain_with_grass_adv/grass_normal.TGA",::tex::gamma_linear)

	[[sampler_color()]],

	float Terrain_NoiseTile = 0.5,

	uniform texture_2d Terrain_Noise = texture_2d("./surrounding_surfaces/terrain/terrain_with_grass_adv/terrain_blend_noise.TGA",::tex::gamma_srgb)

	[[sampler_color()]],

	float Terrain_Edge1ParamA = 0.761,

	float Terrain_Edge1ParamB = -0.701,

	float Terrain_Edge1ParamC = 1.791,

	float Terrain_Edge1Width = 1.6,

	int VertexColorCoordinateIndex = 0,

	//float UV_Tile_Size = 250.0,

	float3 UV_Tile_Max = float3(250.0,250.0,0.0),

	float3 UV_Tile_Min = float3(0.0,0.0,0.0),

	float UV_WorldScale = 1.0,

	//float4 UV_Geo_Size = float4(1751.609985,4565.459961,0.0,0.0),

	//float4 UV_Centroid = float4(-237.725006,1512.810059,0.0,0.0),

	float UV_OffsetX = 0.0,

	float UV_OffsetY = 0.0,

	uniform texture_2d UV_VertexColor = texture_2d("./surrounding_surfaces/terrain/terrain_with_grass_adv/default_texture.png",::tex::gamma_srgb)

	[[sampler_color()]],

	float UV_UseVertexColorFromTexture = 1.0,

	float Terrain_Set3Tile = 5.5,

	uniform texture_2d Terrain_Set3SuperNormal = texture_2d("./surrounding_surfaces/terrain/terrain_with_grass_adv/dark_normal.TGA",::tex::gamma_linear)

	[[sampler_color()]],

	float Terrain_Edge2ParamA = 1.9,

	float Terrain_Edge2ParamB = 1.0,

	float Terrain_Edge2ParamC = 0.4,

	float Terrain_Edge2Width = 1.3,

	float Terrain_NormalConvert = 1.0,

	float Terrain_NoiseTileRoad = 0.5,

	float Terrain_Edge0ParamA = 20.0,

	float Terrain_Edge0ParamB = 74.503998,

	float Terrain_Edge0ParamC = 0.3,

	float Terrain_Edge0Width = 1.25,

	uniform texture_2d Set1SuperAlbedo = texture_2d("./drivable_surfaces/general/road/road_base/set1superalbedo.TGA",::tex::gamma_srgb)

	[[sampler_color()]],

	uniform texture_2d Set2SuperAlbedo = texture_2d("./drivable_surfaces/general/road/road_base/set1superalbedo.TGA",::tex::gamma_srgb)

	[[sampler_color()]],

	float3 AlbedoMult = float3(1.75, 1.75, 1.75),

	float Puddle_AlbedoMult = 1.0,

	uniform texture_2d Terrain_Set1SuperAlbedo = texture_2d("./surrounding_surfaces/terrain/terrain_with_grass_adv/grassdead_basecolor.TGA",::tex::gamma_srgb)

	[[sampler_color()]],

	uniform texture_2d Terrain_Set2SuperAlbedo = texture_2d("./surrounding_surfaces/terrain/terrain_with_grass_adv/grass_basecolor.TGA",::tex::gamma_srgb)

	[[sampler_color()]],

	uniform texture_2d Terrain_Set3SuperAlbedo = texture_2d("./surrounding_surfaces/terrain/terrain_with_grass_adv/dark_basecolor.TGA",::tex::gamma_srgb)

	[[sampler_color()]],

	float4 Grass_TipTint = float4(1.0,1.0,1.0,0.0),

	float Grass_UseTipVariation = 0.0,

	float4 Grass_BladeTint = float4(1.0,1.0,1.0,0.0),

	float Grass_UseBladeVariation = 0.0,

	uniform texture_2d Terrain_GlobalAlbedo = texture_2d("./surrounding_surfaces/terrain/terrain_with_grass_adv/white.png",::tex::gamma_srgb)

	[[sampler_color()]],

	float Terrain_Edge3ParamA = 1.644,

	float Terrain_Edge3ParamB = -1.513,

	float Terrain_Edge3ParamC = 0.834,

	float Terrain_Edge3Width = 1.475,

	float SpecularPow_Order1 = 1.0,

	float SpecularMult_Order2 = 1.0,

	float Puddle_SpecularPow_Order1 = 2.0,

	float Puddle_SpecularMult_Order2 = 0.32,

	float Terrain_Set1SpecMult = 1.0,

	float Terrain_Set2SpecMult = 1.0,

	float Terrain_Spec1BlendPow = 0.25,

	float Terrain_Set3SpecMult = 1.0,

	float Terrain_Spec2BlendPow = 4.0,

	float Terrain_NonGlobalMetalic = 0.5,

	float Terrain_GlobalMetalic = 0.0,

	float Terrain_GlobalSpec = 0.1,

	float RoughnessPow_Order1 = 1.5,

	float RoughnessMult_Order2 = 1.0,

	float RoughnessOffset_Order3 = -0.085716,

	float Puddle_RoughnessPow_Order1 = 1.0,

	float Puddle_RoughnessMult_Order2 = 1.0,

	float Puddle_RoughnessOffset_Order3 = -1.0,

	float Terrain_Set1RoughnessMult = 1.0,

	float Terrain_Set2RoughnessMult = 1.0,

	float Terrain_Set3RoughnessMult = 1.0,

	float Terrain_GlobalRoughness = 1.0)

 = 
	let {
	//float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
	float2 CustomizedUV0_mdl = float2(state::texture_coordinate(0).x,1.0-state::texture_coordinate(0).y);

	float3 Local0 = ((state::transform_point(state::coordinate_internal,state::coordinate_world,state::position())*state::meters_per_scene_unit()*100.0) / WorldSpaceUVMult);
	float2 Local1 = (float2(Local0.x,Local0.y) * Set1Tile);
	float4 Local2 = tex::lookup_float4(Set1SuperNormal,float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat);
	float2 Local3 = (float2(Local0.x,Local0.y) * Set2Tile);
	float4 Local4 = tex::lookup_float4(Set2SuperNormal,float2(Local3.x,1.0-Local3.y),tex::wrap_repeat,tex::wrap_repeat);
	float2 Local5 = (float2(Local0.x,Local0.y) * Set1Set2BlendNoiseTile);
	float4 Local6 = tex::lookup_float4(Set1Set2BlendNoise,float2(Local5.x,1.0-Local5.y),tex::wrap_repeat,tex::wrap_repeat);
	float3 Local7 = math::lerp(float3(Local2.x,Local2.y,Local2.z),float3(Local4.x,Local4.y,Local4.z),Local6.x);
	float3 Local8 = (Local7 * 2.0);
	float3 Local9 = (Local8 - 1.0);
	float3 Local10 = math::lerp(Local7,Local9,NormalConvert);
	float3 Local11 = math::lerp(float3(0.0,0.0,1.0),Local10,NormalAmount);
	float3 Local12 = math::lerp(float3(0.0,0.0,1.0),Local10,Puddle_NormalAmount);
	float2 Local13 = (float2(Local0.x,Local0.y) * Puddle_NoiseTile);
	float4 Local14 = tex::lookup_float4(PuddleNoise,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat);
	float Local15 = (Local14.x * Puddle_NoiseBlend);
	float3 Local16 = math::lerp(Local11,Local12,Local15);
	float2 Local17 = (float2(Local0.x,Local0.y) * Terrain_Set1Tile);
	float4 Local18 = tex::lookup_float4(Terrain_Set1SuperNormal,float2(Local17.x,1.0-Local17.y),tex::wrap_repeat,tex::wrap_repeat);
	float2 Local19 = (float2(Local0.x,Local0.y) * Terrain_Set2Tile);
	float4 Local20 = tex::lookup_float4(Terrain_Set2SuperNormal,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat);
	float2 Local21 = (float2(Local0.x,Local0.y) * Terrain_NoiseTile);
	float4 Local22 = tex::lookup_float4(Terrain_Noise,float2(Local21.x,1.0-Local21.y),tex::wrap_repeat,tex::wrap_repeat);
	float Local23 = (1.0 - Local22.x);
	float Local24 = (Local23 * Terrain_Edge1ParamA);
	float Local25 = (1.0 + Terrain_Edge1ParamB);
	float Local26 = (Terrain_Edge1ParamA * -1.0);
	float Local27 = (Local26 + 0.0);
	float Local28 = math::min(Local25,Local27);
	float Local29 = math::max(Local25,Local27);
	float Local30 = (Local25 - Local27);
	float Local31 = (1.0 - Terrain_Edge1ParamC);
	float Local32 = (Local30 / Local31);
	float Local33 = math::min(1.0,Terrain_Edge1ParamC);
	float Local34 = math::max(1.0,Terrain_Edge1ParamC);
	float Local35 = (1.0 - Terrain_Edge1Width);
	float Local36 = (1.0 - Local35);
	float Local37 = (Local31 / Local36);
	float3 Local38 = (UV_WorldScale * (state::transform_point(state::coordinate_internal,state::coordinate_world,state::position())*state::meters_per_scene_unit()*100.0));
	//float3 Local39 = (float3(UV_Geo_Size.x,UV_Geo_Size.y,UV_Geo_Size.z) / UV_Tile_Size);
	//float3 Local40 = math::floor(Local39);
	//float3 Local41 = (Local40 + float3(1.0,1.0,1.0));
	//float3 Local42 = (Local41 * UV_Tile_Size);
	//float3 Local43 = (float3(UV_Centroid.x,UV_Centroid.y,UV_Centroid.z) - 0.5);
	//float3 Local44 = (Local42 * Local43);
	//float3 Local45 = (Local38 - Local44);
	//float3 Local46 = math::fmod(Local45,float3(UV_Tile_Size,UV_Tile_Size,UV_Tile_Size));
	//float3 Local47 = (Local46 / UV_Tile_Size);
	//float2 Local48 = (float2(Local47.x,Local47.y) + float2(UV_OffsetX,UV_OffsetY));
	float Local48_a = (Local38.x - UV_Tile_Min.x) / (UV_Tile_Max.x - UV_Tile_Min.x);
	float Local48_b = (UV_Tile_Max.y - Local38.y) / (UV_Tile_Max.y - UV_Tile_Min.y);
	float2 Local48 = (float2(Local48_a,Local48_b) + float2(UV_OffsetX,UV_OffsetY));
	float4 Local49 = tex::lookup_float4(UV_VertexColor,float2(Local48.x,Local48.y),tex::wrap_clamp,tex::wrap_clamp);
	float3 Local50 = math::lerp(float3(::vertex_color_from_coordinate(VertexColorCoordinateIndex).x,::vertex_color_from_coordinate(VertexColorCoordinateIndex).y,::vertex_color_from_coordinate(VertexColorCoordinateIndex).z),float3(Local49.x,Local49.y,Local49.z),UV_UseVertexColorFromTexture);
	float Local51 = (Local50.x - Local35);
	float Local52 = (Local37 * Local51);
	float Local53 = (Local52 + Terrain_Edge1ParamC);
	float Local54 = math::min(math::max(Local53,Local33),Local34);
	float Local55 = math::pow(Local54,1.5);
	float Local56 = (Local55 - Terrain_Edge1ParamC);
	float Local57 = (Local32 * Local56);
	float Local58 = (Local57 + Local27);
	float Local59 = math::min(math::max(Local58,Local28),Local29);
	float Local60 = (Local24 + Local59);
	float Local61 = math::min(math::max(Local60,0.0),1.0);
	float3 Local62 = math::lerp(float3(Local18.x,Local18.y,Local18.z),float3(Local20.x,Local20.y,Local20.z),Local61);
	float2 Local63 = (float2(Local0.x,Local0.y) * Terrain_Set3Tile);
	float4 Local64 = tex::lookup_float4(Terrain_Set3SuperNormal,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat);
	float Local65 = (Local23 * Terrain_Edge2ParamA);
	float Local66 = (1.0 + Terrain_Edge2ParamB);
	float Local67 = (Terrain_Edge2ParamA * -1.0);
	float Local68 = (Local67 + 0.0);
	float Local69 = math::min(Local66,Local68);
	float Local70 = math::max(Local66,Local68);
	float Local71 = (Local66 - Local68);
	float Local72 = (1.0 - Terrain_Edge2ParamC);
	float Local73 = (Local71 / Local72);
	float Local74 = math::min(1.0,Terrain_Edge2ParamC);
	float Local75 = math::max(1.0,Terrain_Edge2ParamC);
	float Local76 = (1.0 - Terrain_Edge2Width);
	float Local77 = (1.0 - Local76);
	float Local78 = (Local72 / Local77);
	float Local79 = (Local50.z - Local76);
	float Local80 = (Local78 * Local79);
	float Local81 = (Local80 + Terrain_Edge2ParamC);
	float Local82 = math::min(math::max(Local81,Local74),Local75);
	float Local83 = math::pow(Local82,1.5);
	float Local84 = (Local83 - Terrain_Edge2ParamC);
	float Local85 = (Local73 * Local84);
	float Local86 = (Local85 + Local68);
	float Local87 = math::min(math::max(Local86,Local69),Local70);
	float Local88 = (Local65 + Local87);
	float Local89 = math::min(math::max(Local88,0.0),1.0);
	float3 Local90 = math::lerp(Local62,float3(Local64.x,Local64.y,Local64.z),Local89);
	float3 Local91 = (Local90 * 2.0);
	float3 Local92 = (Local91 - 1.0);
	float3 Local93 = math::lerp(Local90,Local92,Terrain_NormalConvert);
	float2 Local94 = (float2(Local0.x,Local0.y) * Terrain_NoiseTileRoad);
	float4 Local95 = tex::lookup_float4(Terrain_Noise,float2(Local94.x,1.0-Local94.y),tex::wrap_repeat,tex::wrap_repeat);
	float Local96 = (1.0 - Local95.x);
	float Local97 = (Local96 * Terrain_Edge0ParamA);
	float Local98 = (1.0 + Terrain_Edge0ParamB);
	float Local99 = (Terrain_Edge0ParamA * -1.0);
	float Local100 = (Local99 + 0.0);
	float Local101 = math::min(Local98,Local100);
	float Local102 = math::max(Local98,Local100);
	float Local103 = (Local98 - Local100);
	float Local104 = (1.0 - Terrain_Edge0ParamC);
	float Local105 = (Local103 / Local104);
	float Local106 = math::min(1.0,Terrain_Edge0ParamC);
	float Local107 = math::max(1.0,Terrain_Edge0ParamC);
	float Local108 = (1.0 - Terrain_Edge0Width);
	float Local109 = (1.0 - Local108);
	float Local110 = (Local104 / Local109);
	float Local111 = (Local50.x - Local108);
	float Local112 = (Local110 * Local111);
	float Local113 = (Local112 + Terrain_Edge0ParamC);
	float Local114 = math::min(math::max(Local113,Local106),Local107);
	float Local115 = math::pow(Local114,1.5);
	float Local116 = (Local115 - Terrain_Edge0ParamC);
	float Local117 = (Local105 * Local116);
	float Local118 = (Local117 + Local100);
	float Local119 = math::min(math::max(Local118,Local101),Local102);
	float Local120 = (Local97 + Local119);
	float Local121 = math::min(math::max(Local120,0.0),1.0);
	float3 Local122 = math::lerp(Local16,Local93,Local121);

	float3 Normal_mdl = math::lerp(float3(0.0, 0.0, 1.0), Local122, GlobalNormalFactor);

	float4 Local123 = tex::lookup_float4(Set1SuperAlbedo,float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat);
	float4 Local124 = tex::lookup_float4(Set2SuperAlbedo,float2(Local3.x,1.0-Local3.y),tex::wrap_repeat,tex::wrap_repeat);
	float3 Local125 = math::lerp(float3(float2(Local123.x,Local123.y).x,float2(Local123.x,Local123.y).y,Local123.z),float3(float2(Local124.x,Local124.y).x,float2(Local124.x,Local124.y).y,Local124.z),Local6.x);
	float3 Local126 = (Local125 * AlbedoMult);
	float3 Local127 = math::min(math::max(Local126,float3(0.0,0.0,0.0)),float3(1.0,1.0,1.0));
	float3 Local128 = (Local125 * Puddle_AlbedoMult);
	float3 Local129 = math::min(math::max(Local128,float3(0.0,0.0,0.0)),float3(1.0,1.0,1.0));
	float3 Local130 = math::lerp(Local127,Local129,Local15);
	float4 Local131 = tex::lookup_float4(Terrain_Set1SuperAlbedo,float2(Local17.x,1.0-Local17.y),tex::wrap_repeat,tex::wrap_repeat);
	float4 Local132 = tex::lookup_float4(Terrain_Set2SuperAlbedo,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat);
	float3 Local133 = math::lerp(float3(Local131.x,Local131.y,Local131.z),float3(Local132.x,Local132.y,Local132.z),Local61);
	float4 Local134 = tex::lookup_float4(Terrain_Set3SuperAlbedo,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat);
	float3 Local135 = math::lerp(Local133,float3(Local134.x,Local134.y,Local134.z),Local89);
	float3 Local136 = (float3(Grass_TipTint.x,Grass_TipTint.y,Grass_TipTint.z) * Local135);
	float Local137 = (Grass_UseTipVariation * ::vertex_color_from_coordinate(VertexColorCoordinateIndex).x);
	float3 Local138 = math::lerp(Local135,Local136,Local137);
	float3 Local139 = (float3(Grass_BladeTint.x,Grass_BladeTint.y,Grass_BladeTint.z) * Local135);
	float Local140 = (Grass_UseBladeVariation * ::vertex_color_from_coordinate(VertexColorCoordinateIndex).y);
	float3 Local141 = math::lerp(Local138,Local139,Local140);
	float3 Local142 = math::lerp(Local130,Local141,Local121);
	float4 Local143 = tex::lookup_float4(Terrain_GlobalAlbedo,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
	float Local144 = (Local23 * Terrain_Edge3ParamA);
	float Local145 = (1.0 + Terrain_Edge3ParamB);
	float Local146 = (Terrain_Edge3ParamA * -1.0);
	float Local147 = (Local146 + 0.0);
	float Local148 = math::min(Local145,Local147);
	float Local149 = math::max(Local145,Local147);
	float Local150 = (Local145 - Local147);
	float Local151 = (1.0 - Terrain_Edge3ParamC);
	float Local152 = (Local150 / Local151);
	float Local153 = math::min(1.0,Terrain_Edge3ParamC);
	float Local154 = math::max(1.0,Terrain_Edge3ParamC);
	float Local155 = (1.0 - Terrain_Edge3Width);
	float Local156 = (1.0 - Local155);
	float Local157 = (Local151 / Local156);
	float Local158 = (Local50.y - Local155);
	float Local159 = (Local157 * Local158);
	float Local160 = (Local159 + Terrain_Edge3ParamC);
	float Local161 = math::min(math::max(Local160,Local153),Local154);
	float Local162 = math::pow(Local161,1.5);
	float Local163 = (Local162 - Terrain_Edge3ParamC);
	float Local164 = (Local152 * Local163);
	float Local165 = (Local164 + Local147);
	float Local166 = math::min(math::max(Local165,Local148),Local149);
	float Local167 = (Local144 + Local166);
	float Local168 = math::min(math::max(Local167,0.0),1.0);
	float3 Local169 = math::lerp(Local142,float3(Local143.x,Local143.y,Local143.z),Local168);
	float Local170 = math::lerp(Local123.w,Local124.w,Local6.x);
	float Local171 = math::pow(Local170,SpecularPow_Order1);
	float Local172 = (Local171 * SpecularMult_Order2);
	float Local173 = math::pow(Local170,Puddle_SpecularPow_Order1);
	float Local174 = (Local173 * Puddle_SpecularMult_Order2);
	float Local175 = math::lerp(Local172,Local174,Local15);
	float Local176 = math::min(math::max(Local175,0.0),1.0);
	float Local177 = (Local131.w * Terrain_Set1SpecMult);
	float Local178 = (Local132.w * Terrain_Set2SpecMult);
	float Local179 = math::pow(Local61,Terrain_Spec1BlendPow);
	float Local180 = math::lerp(Local177,Local178,Local179);
	float Local181 = (Local134.w * Terrain_Set3SpecMult);
	float Local182 = math::pow(Local89,Terrain_Spec2BlendPow);
	float Local183 = math::lerp(Local180,Local181,Local182);
	float Local184 = math::min(math::max(Local183,0.0),1.0);
	float Local185 = math::lerp(Local176,Local184,Local121);
	float Local186 = (Local185 * Terrain_NonGlobalMetalic);
	float Local187 = (Local186 * Local121);
	float Local188 = math::lerp(Local187,Terrain_GlobalMetalic,Local168);
	float Local189 = math::lerp(Local185,Terrain_GlobalSpec,Local168);
	float Local190 = math::lerp(Local2.w,Local4.w,Local6.x);
	float Local191 = math::pow(Local190,RoughnessPow_Order1);
	float Local192 = (Local191 * RoughnessMult_Order2);
	float Local193 = (Local192 + RoughnessOffset_Order3);
	float Local194 = math::pow(Local190,Puddle_RoughnessPow_Order1);
	float Local195 = (Local194 * Puddle_RoughnessMult_Order2);
	float Local196 = (Local195 + Puddle_RoughnessOffset_Order3);
	float Local197 = math::lerp(Local193,Local196,Local15);
	float Local198 = math::min(math::max(Local197,0.0),1.0);
	float Local199 = (Local18.w * Terrain_Set1RoughnessMult);
	float Local200 = (Local20.w * Terrain_Set2RoughnessMult);
	float Local201 = math::lerp(Local199,Local200,Local61);
	float Local202 = (Local64.w * Terrain_Set3RoughnessMult);
	float Local203 = math::lerp(Local201,Local202,Local89);
	float Local204 = math::min(math::max(Local203,0.0),1.0);
	float Local205 = math::lerp(Local198,Local204,Local121);
	float Local206 = math::lerp(Local205,Terrain_GlobalRoughness,Local168);

	//float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
	float OpacityMask_mdl = 1.0;
	float3 BaseColor_mdl = Local169;
	float Metallic_mdl = Local188;
	float Specular_mdl = Local189;
	float Roughness_mdl = Local206;

	} 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,
			opacity_ratio: enable_transmission ? opacity_ratio : 1.0,
  			opacity_tint : opacity_tint,
  			opacity_multiplier : opacity_multiplier);