declare shader color "l_glass" ( color "glass_filtercolor", #: default 0.990 0.990 0.995 color "glass_filtercolor_outside", #: default 1.0 1.0 1.0 scalar "glass_ior_inside", #: default 1.5 min 1 max 3.5 scalar "glass_ior_outside", #: default 1.0 min 1 max 3.5 scalar "glass_attenuation_inside", #: default 5 min 1 softmax 100 scalar "glass_attenuation_outside", #: default 1 min 1 softmax 100 boolean "glass_enable_outside", #: default 0 scalar "glass_specular_intensity", #: default 1.0 min 0 softmax 2 scalar "glass_specular_decay", #: default 80 min 1 softmax 300 scalar "glass_fresnel_boost", #: default 0 min 0 max 1 scalar "glass_falloff_start", #: default 0 min 0 scalar "glass_falloff_end", #: default 10 min 0 boolean "glass_falloff_enable", #: default 0 integer "glass_accuracy", #: default 4 min 1 color "diffuse_front", #: default 0.5 0.5 0.5 color "diffuse_back", #: default 0.5 0.5 0.5 boolean "diffuse_illumination", #: default 1 color "diffuse_irradiance", #: default 1.0 1.0 1.0 scalar "diffuse_opacity", #: default 0.0 min 0 max 1 integer "sfx_samples", #: default 8 min 1 integer "sfx_max_depth", #: default 1 min 1 scalar "sfx_glossy_spread", #: default 0.0 min 0 max 1 scalar "sfx_dispersion_spread", #: default 0.0 min 0 max 1 scalar "sfx_dispersion_saturation", #: default 1 min 0 max 1 color "photon_diffuse_energy", #: default 1.0 1.0 1.0 color "photon_specular_energy", #: default 1.0 1.0 1.0 scalar "photon_IOR_inside", #: default 1.5 min 1.0 max 3.5 scalar "photon_IOR_outside", #: default 1.0 min 1.0 max 3.5 boolean "photon_IOR_override", #: default 0 boolean "photon_dispersion_disable", #: default 0 boolean "photon_glossy_disable", #: default 0 boolean "invert_alpha", #: default 0 integer "FG_mode", #: default 2 min 0 vector "user_normal", #: default 0.0 0.0 0.0 integer "mode", #: default 0 min 0 max 2 array light "lights" ) version 1 apply material #: nodeid 11971 end declare