OpenShadingLanguage 1.01
# Compiled by oslc 1.6.2
displacement maya_bump3d
param	float	bumpValue	0		%read{3,3} %write{2147483647,-1} %derivs
param	float	bumpDepth	1		%read{2,3} %write{2147483647,-1} %derivs
param	float	bumpFilter	0		%read{2147483647,-1} %write{2147483647,-1}
param	float	bumpFilterOffset	0		%read{2147483647,-1} %write{2147483647,-1}
param	normal	normalCamera	0 0 0		%read{8,8} %write{0,0} %derivs %initexpr
oparam	normal	outNormal	1 1 1		%read{2147483647,-1} %write{18,18}
global	point	P	%read{14,14} %write{2147483647,-1} %derivs
global	normal	N	%read{0,0} %write{2147483647,-1} %derivs
global	normal	Ng	%read{9,9} %write{2147483647,-1}
local	float	___392_depth	%read{4,6} %write{2,2} %derivs
local	float	___392_offset	%read{12,12} %write{7,7} %derivs
local	normal	___392_Nn	%read{10,17} %write{8,16} %derivs
local	normal	___392_Ngn	%read{10,10} %write{9,9}
local	normal	___392_Noffset	%read{17,17} %write{10,10}
local	float	___392_scale	%read{13,13} %write{11,11} %derivs
local	point	___392_Pp	%read{15,15} %write{14,14} %derivs
const	string	$const1	"do_bump_map"		%read{1,1} %write{2147483647,-1}
temp	float	$tmp1	%read{6,6} %write{3,3} %derivs
temp	float	$tmp2	%read{7,7} %write{4,4} %derivs
const	string	$const2	"clamp"		%read{5,5} %write{2147483647,-1}
temp	float	$tmp3	%read{7,7} %write{6,6} %derivs
const	float	$const3	0.25		%read{11,11} %write{2147483647,-1}
temp	normal	$tmp4	%read{13,13} %write{12,12} %derivs
temp	normal	$tmp5	%read{14,14} %write{13,13} %derivs
temp	normal	$tmp6	%read{18,18} %write{17,17}
code normalCamera
# D:\\xrt.git\\src\\osl\\shaders\\maya_bump3d.osl:11
# 
	assign		normalCamera N 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\maya_bump3d.osl"} %line{11} %argrw{"wr"}
code ___main___
# D:\\xrt.git\\src\\osl\\shaders\\maya_bump3d.osl:20
# }
	functioncall	$const1 19 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\maya_bump3d.osl"} %line{20} %argrw{"r"}
# D:/xrt.git\\src\\osl\\shaders\\shading_utils.h:683
# 				float _D = tan(alpha) / i_roughness;
	abs		___392_depth bumpDepth 	%filename{"D:/xrt.git\\src\\osl\\shaders\\shading_utils.h"} %line{683} %argrw{"wr"}
# D:/xrt.git\\src\\osl\\shaders\\shading_utils.h:684
# 				float D = exp( - (_D*_D) ) / 
	mul		$tmp1 bumpValue bumpDepth 	%line{684} %argrw{"wrr"}
	neg		$tmp2 ___392_depth 	%argrw{"wr"}
	functioncall	$const2 8 	%argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:144
# float  clamp (float x, float minval, float maxval) { return max(min(x,maxval),minval); }
	min		$tmp3 $tmp1 ___392_depth 	%filename{"D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h"} %line{144} %argrw{"wrr"}
	max		___392_offset $tmp3 $tmp2 	%argrw{"wrr"}
# D:/xrt.git\\src\\osl\\shaders\\shading_utils.h:686
# 				float spec = pow( cos(angle / i_highlight_size), pow(i_roughness, -2) );
	normalize	___392_Nn normalCamera 	%filename{"D:/xrt.git\\src\\osl\\shaders\\shading_utils.h"} %line{686} %argrw{"wr"}
# D:/xrt.git\\src\\osl\\shaders\\shading_utils.h:687
# 
	normalize	___392_Ngn Ng 	%line{687} %argrw{"wr"}
# D:/xrt.git\\src\\osl\\shaders\\shading_utils.h:688
# 				C += spec * Cl * (1-nonspecular);
	sub		___392_Noffset ___392_Nn ___392_Ngn 	%line{688} %argrw{"wrr"}
# D:/xrt.git\\src\\osl\\shaders\\shading_utils.h:690
# 		}
	assign		___392_scale $const3 	%line{690} %argrw{"wr"}
# D:/xrt.git\\src\\osl\\shaders\\shading_utils.h:692
# 	return C;
	mul		$tmp4 ___392_Nn ___392_offset 	%line{692} %argrw{"wrr"}
	mul		$tmp5 $tmp4 ___392_scale 	%argrw{"wrr"}
	add		___392_Pp P $tmp5 	%argrw{"wrr"}
# D:/xrt.git\\src\\osl\\shaders\\shading_utils.h:693
# }
	calculatenormal	___392_Nn ___392_Pp 	%line{693} %argrw{"wr"} %argderivs{1}
# D:/xrt.git\\src\\osl\\shaders\\shading_utils.h:694
# 
	normalize	___392_Nn ___392_Nn 	%line{694} %argrw{"wr"}
# D:/xrt.git\\src\\osl\\shaders\\shading_utils.h:695
# color getGaussian(vector i_I, vector i_N, float i_roughness,
	add		$tmp6 ___392_Nn ___392_Noffset 	%line{695} %argrw{"wrr"}
	normalize	outNormal $tmp6 	%argrw{"wr"}
	end
