OpenShadingLanguage 1.01
# Compiled by oslc 1.6.2
surface wood
param	float	Ka	1		%read{94,94} %write{2147483647,-1}
param	float	Kd	0.60000002		%read{112,112} %write{2147483647,-1}
param	float	Ks	0.40000001		%read{117,117} %write{2147483647,-1}
param	float	roughness	0.2		%read{134,134} %write{2147483647,-1}
param	float	grain	5		%read{70,80} %write{2147483647,-1}
param	float	swirl	0.25		%read{38,63} %write{2147483647,-1}
param	float	swirlfreq	1		%read{36,64} %write{2147483647,-1}
param	point	c0	0 0 0		%read{17,17} %write{0,0} %initexpr
param	point	c1	0 0 1		%read{15,15} %write{1,1} %initexpr
param	color	specularcolor	1 1 1		%read{118,118} %write{2147483647,-1}
param	color	darkcolor	-1 -1 -1		%read{87,91} %write{2147483647,-1}
global	point	P	%read{19,123} %write{2147483647,-1} %derivs
global	vector	I	%read{6,12} %write{2147483647,-1}
global	normal	N	%read{3,3} %write{2147483647,-1}
global	normal	Ng	%read{6,6} %write{2147483647,-1}
global	color	C	%read{90,92} %write{142,142}
global	color	opacity	%read{142,142} %write{2147483647,-1}
global	vector	L	%read{105,128} %write{2147483647,-1}
global	color	Cl	%read{103,127} %write{2147483647,-1}
local	vector	___210_d	%read{22,33} %write{21,21}
local	float	___210_dd	%read{23,29} %write{22,22}
local	float	___210_t	%read{31,31} %write{29,29}
local	color	___278_C	%read{97,111} %write{96,110}
local	float	___279___nondiffuse	%read{97,110} %write{97,110}
local	vector	___280_H	%read{121,138} %write{121,138}
local	color	___281_C	%read{121,139} %write{120,138}
local	float	___282___nonspecular	%read{121,138} %write{121,138}
local	normal	Nf	%read{98,132} %write{9,10}
local	vector	V	%read{130,130} %write{13,13}
local	point	C1	%read{21,21} %write{15,15}
local	point	C0	%read{21,34} %write{17,17}
local	point	newP	%read{25,65} %write{19,19}
local	float	dd	%read{69,81} %write{25,69}
local	float	alpha	%read{76,115} %write{75,86}
local	float	nn	%read{44,69} %write{38,68}
local	float	defaultweight	%read{90,90} %write{2,2}
local	color	Cwood	%read{114,114} %write{92,92}
local	color	mixcolor	%read{92,92} %write{90,91}
const	string	$const1	"shader"		%read{0,19} %write{2147483647,-1}
const	int	$const2	0		%read{7,124} %write{2147483647,-1}
const	float	$const3	0		%read{0,133} %write{2147483647,-1}
const	float	$const5	1		%read{1,126} %write{2147483647,-1}
const	float	$const6	0.30000001		%read{2,83} %write{2147483647,-1}
temp	normal	$tmp1	%read{9,10} %write{3,3}
const	string	$const7	"faceforward"		%read{4,5} %write{2147483647,-1}
temp	float	$tmp2	%read{7,7} %write{6,6}
temp	int	$tmp3	%read{8,8} %write{7,7}
temp	vector	$tmp4	%read{13,13} %write{12,12}
const	string	$const8	"transform"		%read{14,18} %write{2147483647,-1}
const	string	$const9	"common"		%read{15,19} %write{2147483647,-1}
const	string	$const10	"distance"		%read{20,20} %write{2147483647,-1}
temp	int	$tmp5	%read{24,24} %write{23,23}
temp	float	$tmp6	%read{29,29} %write{28,28}
temp	vector	$tmp7	%read{28,28} %write{27,27}
temp	float	$tmp8	%read{33,33} %write{32,32}
const	string	$const11	"clamp"		%read{30,30} %write{2147483647,-1}
temp	float	$tmp9	%read{32,32} %write{31,31}
temp	vector	$tmp10	%read{34,34} %write{33,33}
temp	point	$tmp11	%read{35,35} %write{34,34}
temp	float	$tmp12	%read{38,38} %write{37,37}
temp	point	$tmp13	%read{37,37} %write{36,36}
const	float	$const12	0.5		%read{39,86} %write{2147483647,-1}
temp	float	$tmp14	%read{43,43} %write{39,39}
temp	float	$tmp15	%read{43,43} %write{42,42}
const	float	$const13	2		%read{40,40} %write{2147483647,-1}
temp	float	$tmp16	%read{41,41} %write{40,40}
temp	point	$tmp17	%read{42,42} %write{41,41}
temp	float	$tmp18	%read{44,44} %write{43,43}
const	float	$const14	0.25		%read{45,45} %write{2147483647,-1}
temp	float	$tmp19	%read{49,49} %write{45,45}
temp	float	$tmp20	%read{49,49} %write{48,48}
const	float	$const15	4		%read{46,46} %write{2147483647,-1}
temp	float	$tmp21	%read{47,47} %write{46,46}
temp	point	$tmp22	%read{48,48} %write{47,47}
temp	float	$tmp23	%read{50,50} %write{49,49}
const	float	$const16	0.125		%read{51,51} %write{2147483647,-1}
temp	float	$tmp24	%read{55,55} %write{51,51}
temp	float	$tmp25	%read{55,55} %write{54,54}
const	float	$const17	8		%read{52,134} %write{2147483647,-1}
temp	float	$tmp26	%read{53,53} %write{52,52}
temp	point	$tmp27	%read{54,54} %write{53,53}
temp	float	$tmp28	%read{56,56} %write{55,55}
const	float	$const18	0.0625		%read{57,57} %write{2147483647,-1}
temp	float	$tmp29	%read{61,61} %write{57,57}
temp	float	$tmp30	%read{61,61} %write{60,60}
const	float	$const19	16		%read{58,58} %write{2147483647,-1}
temp	float	$tmp31	%read{59,59} %write{58,58}
temp	point	$tmp32	%read{60,60} %write{59,59}
temp	float	$tmp33	%read{62,62} %write{61,61}
const	float	$const20	0.03125		%read{63,63} %write{2147483647,-1}
temp	float	$tmp34	%read{67,67} %write{63,63}
temp	float	$tmp35	%read{67,67} %write{66,66}
const	float	$const21	32		%read{64,64} %write{2147483647,-1}
temp	float	$tmp36	%read{65,65} %write{64,64}
temp	point	$tmp37	%read{66,66} %write{65,65}
temp	float	$tmp38	%read{68,68} %write{67,67}
temp	float	$tmp39	%read{72,75} %write{70,70}
const	string	$const22	"mod"		%read{71,71} %write{2147483647,-1}
temp	float	$tmp40	%read{74,74} %write{73,73}
temp	float	$tmp41	%read{73,73} %write{72,72}
temp	float	$tmp42	%read{75,75} %write{74,74}
temp	float	$tmp43	%read{78,78} %write{77,77}
temp	float	$tmp44	%read{79,79} %write{78,78}
const	float	$const24	5		%read{78,78} %write{2147483647,-1}
const	float	$const25	0.80000001		%read{79,79} %write{2147483647,-1}
temp	float	$tmp45	%read{84,84} %write{79,79}
temp	float	$tmp46	%read{83,83} %write{82,82}
const	float	$const26	10		%read{80,80} %write{2147483647,-1}
temp	float	$tmp47	%read{81,81} %write{80,80}
temp	float	$tmp48	%read{82,82} %write{81,81}
temp	float	$tmp49	%read{84,84} %write{83,83}
temp	float	$tmp50	%read{86,86} %write{85,85}
temp	float	$tmp51	%read{88,88} %write{87,87}
temp	int	$tmp52	%read{89,89} %write{88,88}
temp	color	$tmp53	%read{94,94} %write{93,93}
temp	color	$tmp54	%read{97,113} %write{94,110}
temp	color	$tmp55	%read{112,112} %write{111,111}
const	string	$const27	"diffuse"		%read{95,95} %write{2147483647,-1}
const	float	$const28	1.5707964		%read{98,123} %write{2147483647,-1}
temp	int	$tmp56	%read{97,110} %write{97,110}
temp	int	$tmp57	%read{2147483647,-1} %write{101,101}
const	string	$const29	"light"		%read{101,125} %write{2147483647,-1}
const	string	$const30	"__nondiffuse"		%read{101,101} %write{2147483647,-1}
temp	float	$tmp58	%read{103,103} %write{102,102}
temp	color	$tmp59	%read{109,109} %write{103,103}
temp	color	$tmp60	%read{109,109} %write{108,108}
temp	color	$tmp61	%read{108,108} %write{104,104}
temp	float	$tmp62	%read{107,107} %write{106,106}
temp	vector	$tmp63	%read{106,106} %write{105,105}
temp	color	$tmp64	%read{108,108} %write{107,107}
temp	color	$tmp65	%read{97,110} %write{97,110}
temp	color	$tmp66	%read{113,113} %write{112,112}
temp	color	$tmp67	%read{114,114} %write{113,113}
temp	color	$tmp68	%read{121,141} %write{114,138}
temp	float	$tmp69	%read{116,116} %write{115,115}
const	float	$const31	0.75		%read{116,116} %write{2147483647,-1}
temp	float	$tmp70	%read{117,117} %write{116,116}
temp	float	$tmp71	%read{118,118} %write{117,117}
temp	color	$tmp72	%read{121,140} %write{118,138}
temp	color	$tmp73	%read{140,140} %write{139,139}
const	string	$const32	"specular"		%read{119,119} %write{2147483647,-1}
temp	int	$tmp74	%read{121,138} %write{121,138}
temp	int	$tmp75	%read{2147483647,-1} %write{125,125}
const	string	$const33	"__nonspecular"		%read{125,125} %write{2147483647,-1}
temp	float	$tmp76	%read{127,127} %write{126,126}
temp	color	$tmp77	%read{137,137} %write{127,127}
temp	color	$tmp78	%read{137,137} %write{136,136}
temp	vector	$tmp79	%read{130,130} %write{128,128}
const	string	$const34	"specularbrdf"		%read{129,129} %write{2147483647,-1}
temp	vector	$tmp80	%read{131,131} %write{130,130}
temp	float	$tmp81	%read{136,136} %write{135,135}
temp	float	$tmp82	%read{135,135} %write{133,133}
temp	float	$tmp83	%read{133,133} %write{132,132}
temp	float	$tmp84	%read{135,135} %write{134,134}
temp	color	$tmp85	%read{121,138} %write{121,138}
temp	color	$tmp86	%read{141,141} %write{140,140}
temp	color	$tmp87	%read{142,142} %write{141,141}
code c0
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:18
# 	color specularcolor = 1, color darkcolor = -1/* -1 means depend on C */)
	point		c0 $const1 $const3 $const3 $const3 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\wood.osl"} %line{18} %argrw{"wrrrr"}
code c1
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:18
# 	color specularcolor = 1, color darkcolor = -1/* -1 means depend on C */)
	point		c1 $const1 $const3 $const3 $const5 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\wood.osl"} %line{18} %argrw{"wrrrr"}
code ___main___
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:25
#     color  Cwood, mixcolor;
	assign		defaultweight $const6 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\wood.osl"} %line{25} %argrw{"wr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:28
#     V = -normalize(I);
	normalize	$tmp1 N 	%line{28} %argrw{"wr"}
	functioncall	$const7 12 	%argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:196
# int isinf (float x) BUILTIN;
	functioncall	$const7 12 	%filename{"D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h"} %line{196} %argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:192
#     return (dot(I,Nref) > 0) ? -N : N;
	dot		$tmp2 I Ng 	%line{192} %argrw{"wrr"}
	gt		$tmp3 $tmp2 $const2 	%argrw{"wrr"}
	if		$tmp3 10 11 	%argrw{"r"}
	neg		Nf $tmp1 	%argrw{"wr"}
	assign		Nf $tmp1 	%argrw{"wr"}
	return
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:29
# 
	normalize	$tmp4 I 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\wood.osl"} %line{29} %argrw{"wr"}
	neg		V $tmp4 	%argrw{"wr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:32
#     C0 = transform("shader",c0);
	functioncall	$const8 16 	%line{32} %argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:249
#         float F = (c * (g+c) - 1.0) / (c * beta + 1.0);
	transform	C1 $const9 $const1 c1 	%filename{"D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h"} %line{249} %argrw{"wrrr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:33
#     newP = transform("shader",P);
	functioncall	$const8 18 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\wood.osl"} %line{33} %argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:249
#         float beta = g - c;
	transform	C0 $const9 $const1 c0 	%filename{"D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h"} %line{249} %argrw{"wrrr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:34
#     dd = distance (C0, C1, newP);
	functioncall	$const8 20 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\wood.osl"} %line{34} %argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:249
#         g = sqrt (g);
	transform	newP $const9 $const1 P 	%filename{"D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h"} %line{249} %argrw{"wrrr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:35
# 
	functioncall	$const10 36 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\wood.osl"} %line{35} %argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:181
# #if 0
	sub		___210_d C1 C0 	%filename{"D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h"} %line{181} %argrw{"wrr"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:182
# normal mix (normal x, normal y, normal a) { return x*(1-a) + y*a; }
	dot		___210_dd ___210_d ___210_d 	%line{182} %argrw{"wrr"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:183
# normal mix (normal x, normal y, float  a) { return x*(1-a) + y*a; }
	eq		$tmp5 ___210_dd $const3 	%line{183} %argrw{"wrr"}
	if		$tmp5 27 27 	%argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:184
# vector mix (vector x, vector y, vector a) { return x*(1-a) + y*a; }
	distance	dd newP C0 	%line{184} %argrw{"wrr"}
	return
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:185
# vector mix (vector x, vector y, float  a) { return x*(1-a) + y*a; }
	sub		$tmp7 newP C0 	%line{185} %argrw{"wrr"}
	dot		$tmp6 $tmp7 ___210_d 	%argrw{"wrr"}
	div		___210_t $tmp6 ___210_dd 	%argrw{"wrr"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:186
# point  mix (point  x, point  y, point  a) { return x*(1-a) + y*a; }
	functioncall	$const11 33 	%line{186} %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		$tmp9 ___210_t $const5 	%line{144} %argrw{"wrr"}
	max		$tmp8 $tmp9 $const3 	%argrw{"wrr"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:186
#     return distance(q, a + clamp(t, 0.0, 1.0)*d);
	mul		$tmp10 $tmp8 ___210_d 	%line{186} %argrw{"wrr"}
	add		$tmp11 C0 $tmp10 	%argrw{"wrr"}
	distance	dd newP $tmp11 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:38
#     nn += 0.5*swirl*noise(2.0*swirlfreq*newP);
	mul		$tmp13 swirlfreq newP 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\wood.osl"} %line{38} %argrw{"wrr"}
	noise		$tmp12 $tmp13 	%argrw{"wr"}
	mul		nn swirl $tmp12 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:39
#     nn += 0.25*swirl*noise(4.0*swirlfreq*newP);
	mul		$tmp14 $const12 swirl 	%line{39} %argrw{"wrr"}
	mul		$tmp16 $const13 swirlfreq 	%argrw{"wrr"}
	mul		$tmp17 $tmp16 newP 	%argrw{"wrr"}
	noise		$tmp15 $tmp17 	%argrw{"wr"}
	mul		$tmp18 $tmp14 $tmp15 	%argrw{"wrr"}
	add		nn nn $tmp18 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:40
#     nn += 0.125*swirl*noise(8.0*swirlfreq*newP);
	mul		$tmp19 $const14 swirl 	%line{40} %argrw{"wrr"}
	mul		$tmp21 $const15 swirlfreq 	%argrw{"wrr"}
	mul		$tmp22 $tmp21 newP 	%argrw{"wrr"}
	noise		$tmp20 $tmp22 	%argrw{"wr"}
	mul		$tmp23 $tmp19 $tmp20 	%argrw{"wrr"}
	add		nn nn $tmp23 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:41
#     nn += 0.0625*swirl*noise(16.0*swirlfreq*newP);
	mul		$tmp24 $const16 swirl 	%line{41} %argrw{"wrr"}
	mul		$tmp26 $const17 swirlfreq 	%argrw{"wrr"}
	mul		$tmp27 $tmp26 newP 	%argrw{"wrr"}
	noise		$tmp25 $tmp27 	%argrw{"wr"}
	mul		$tmp28 $tmp24 $tmp25 	%argrw{"wrr"}
	add		nn nn $tmp28 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:42
#     nn += 0.03125*swirl*noise(32.0*swirlfreq*newP);
	mul		$tmp29 $const18 swirl 	%line{42} %argrw{"wrr"}
	mul		$tmp31 $const19 swirlfreq 	%argrw{"wrr"}
	mul		$tmp32 $tmp31 newP 	%argrw{"wrr"}
	noise		$tmp30 $tmp32 	%argrw{"wr"}
	mul		$tmp33 $tmp29 $tmp30 	%argrw{"wrr"}
	add		nn nn $tmp33 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:43
#     dd += nn;
	mul		$tmp34 $const20 swirl 	%line{43} %argrw{"wrr"}
	mul		$tmp36 $const21 swirlfreq 	%argrw{"wrr"}
	mul		$tmp37 $tmp36 newP 	%argrw{"wrr"}
	noise		$tmp35 $tmp37 	%argrw{"wr"}
	mul		$tmp38 $tmp34 $tmp35 	%argrw{"wrr"}
	add		nn nn $tmp38 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:44
# 
	add		dd dd nn 	%line{44} %argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:48
#     alpha *= alpha;
	mul		$tmp39 grain dd 	%line{48} %argrw{"wrr"}
	functioncall	$const22 76 	%argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:135
# color  radians (color x)  { return x*(M_PI/180.0); }
	div		$tmp41 $tmp39 $const5 	%filename{"D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h"} %line{135} %argrw{"wrr"}
	floor		$tmp40 $tmp41 	%argrw{"wr"}
	mul		$tmp42 $const5 $tmp40 	%argrw{"wrr"}
	sub		alpha $tmp39 $tmp42 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:49
#     alpha = (1-alpha)/5 + .8 - 0.3*noise(10.0*grain*dd);
	mul		alpha alpha alpha 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\wood.osl"} %line{49} %argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:50
#     /* force alpha between 0 and 1 */
	sub		$tmp43 $const5 alpha 	%line{50} %argrw{"wrr"}
	div		$tmp44 $tmp43 $const24 	%argrw{"wrr"}
	add		$tmp45 $tmp44 $const25 	%argrw{"wrr"}
	mul		$tmp47 $const26 grain 	%argrw{"wrr"}
	mul		$tmp48 $tmp47 dd 	%argrw{"wrr"}
	noise		$tmp46 $tmp48 	%argrw{"wr"}
	mul		$tmp49 $const6 $tmp46 	%argrw{"wrr"}
	sub		alpha $tmp45 $tmp49 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:52
# 
	sub		$tmp50 alpha $const12 	%line{52} %argrw{"wrr"}
	div		alpha $tmp50 $const12 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:59
#     else mixcolor = darkcolor;
	compref		$tmp51 darkcolor $const2 	%line{59} %argrw{"wrr"}
	lt		$tmp52 $tmp51 $const2 	%argrw{"wrr"}
	if		$tmp52 91 92 	%argrw{"r"}
	mul		mixcolor defaultweight C 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:60
#     Cwood = mix(mixcolor,C,alpha);
	assign		mixcolor darkcolor 	%line{60} %argrw{"wr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:61
# 
	mix		Cwood mixcolor C alpha 	%line{61} %argrw{"wrrr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:63
# 	(1-alpha+0.75) * Ks * specularcolor * specular(Nf,V,roughness) );
	ambient		$tmp53 	%line{63} %argrw{"w"}
	mul		$tmp54 Ka $tmp53 	%argrw{"wrr"}
	functioncall	$const27 112 	%argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:501
# float aastep (float edge, float s) {
	assign		___278_C $const2 	%filename{"D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h"} %line{501} %argrw{"wr"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:503
# }
	for		$tmp56 99 100 111 111 	%line{503} %argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:507
# 
	lights_begin	P Nf $const28 	%line{507} %argrw{"rrr"}
	lights		$tmp56 P Nf $const28 	%argrw{"wrrr"} %argderivs{1}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:504
# 		float __nondiffuse = 0;
	assign		___279___nondiffuse $const2 	%line{504} %argrw{"wr"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:505
# 		getmessage ("light", "__nondiffuse", __nondiffuse);
	getmessage	$tmp57 $const29 $const30 ___279___nondiffuse 	%line{505} %argrw{"wrrw"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:506
# 		C += Cl * (1-__nondiffuse) * max (0, dot (N, normalize (L)));
	sub		$tmp58 $const5 ___279___nondiffuse 	%line{506} %argrw{"wrr"}
	mul		$tmp59 Cl $tmp58 	%argrw{"wrr"}
	assign		$tmp61 $const3 	%argrw{"wr"}
	normalize	$tmp63 L 	%argrw{"wr"}
	dot		$tmp62 Nf $tmp63 	%argrw{"wrr"}
	assign		$tmp64 $tmp62 	%argrw{"wr"}
	max		$tmp60 $tmp61 $tmp64 	%argrw{"wrr"}
	mul		$tmp65 $tmp59 $tmp60 	%argrw{"wrr"}
	add		___278_C ___278_C $tmp65 	%argrw{"wrr"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:508
# 	return C;
	assign		$tmp55 ___278_C 	%line{508} %argrw{"wr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:63
# 	(1-alpha+0.75) * Ks * specularcolor * specular(Nf,V,roughness) );
	mul		$tmp66 Kd $tmp55 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\wood.osl"} %line{63} %argrw{"wrr"}
	add		$tmp67 $tmp54 $tmp66 	%argrw{"wrr"}
	mul		$tmp68 Cwood $tmp67 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:64
# }
	sub		$tmp69 $const5 alpha 	%line{64} %argrw{"wrr"}
	add		$tmp70 $tmp69 $const31 	%argrw{"wrr"}
	mul		$tmp71 $tmp70 Ks 	%argrw{"wrr"}
	mul		$tmp72 $tmp71 specularcolor 	%argrw{"wrr"}
	functioncall	$const32 140 	%argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:527
#     displace (space, amp, 1);
	assign		___281_C $const2 	%filename{"D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h"} %line{527} %argrw{"wr"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:529
# 
	for		$tmp74 123 124 139 139 	%line{529} %argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:533
# 
	lights_begin	P Nf $const28 	%line{533} %argrw{"rrr"}
	lights		$tmp74 P Nf $const28 	%argrw{"wrrr"} %argderivs{1}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:530
# 		float __nonspecular = 0;
	assign		___282___nonspecular $const2 	%line{530} %argrw{"wr"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:531
# 		getmessage ("light", "__nonspecular", __nonspecular);
	getmessage	$tmp75 $const29 $const33 ___282___nonspecular 	%line{531} %argrw{"wrrw"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:532
# 		C += Cl * (1-__nonspecular) * specularbrdf (normalize (L), N, V, roughness);
	sub		$tmp76 $const5 ___282___nonspecular 	%line{532} %argrw{"wrr"}
	mul		$tmp77 Cl $tmp76 	%argrw{"wrr"}
	normalize	$tmp79 L 	%argrw{"wr"}
	functioncall	$const34 137 	%argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:511
# 	vector H = normalize( L + V );
	add		$tmp80 $tmp79 V 	%line{511} %argrw{"wrr"}
	normalize	___280_H $tmp80 	%argrw{"wr"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:512
# 	return pow (max (0, dot (N, H)), 8 / roughness);
	dot		$tmp83 Nf ___280_H 	%line{512} %argrw{"wrr"}
	max		$tmp82 $const3 $tmp83 	%argrw{"wrr"}
	div		$tmp84 $const17 roughness 	%argrw{"wrr"}
	pow		$tmp81 $tmp82 $tmp84 	%argrw{"wrr"}
	assign		$tmp78 $tmp81 	%argrw{"wr"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:532
# 		C += Cl * (1-__nonspecular) * specularbrdf (normalize (L), N, V, roughness);
	mul		$tmp85 $tmp77 $tmp78 	%line{532} %argrw{"wrr"}
	add		___281_C ___281_C $tmp85 	%argrw{"wrr"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:534
# 	return C;
	assign		$tmp73 ___281_C 	%line{534} %argrw{"wr"}
# D:\\xrt.git\\src\\osl\\shaders\\wood.osl:64
# }
	mul		$tmp86 $tmp72 $tmp73 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\wood.osl"} %line{64} %argrw{"wrr"}
	add		$tmp87 $tmp68 $tmp86 	%argrw{"wrr"}
	mul		C opacity $tmp87 	%argrw{"wrr"}
	end
