OpenShadingLanguage 1.01
# Compiled by oslc 1.6.2
surface veinedmarble	%meta{string,help,"Marble, procedural, with veins"} 
param	float	Ka	0.5		%meta{string,help,"Ambient scaling"} %meta{float,min,0} %meta{float,max,1}  %read{69,69} %write{2147483647,-1}
param	float	Kd	0.80000001		%meta{string,help,"Diffuse scaling"} %meta{float,min,0} %meta{float,max,1}  %read{87,87} %write{2147483647,-1}
param	float	Ks	0.40000001		%meta{string,help,"Specular scaling"} %meta{float,min,0} %meta{float,max,1}  %read{113,113} %write{2147483647,-1}
param	float	roughness	0.075000003		%meta{string,help,"Surface roughness (specular highlight size)"} %meta{float,min,0} %meta{float,max,1}  %read{107,107} %write{2147483647,-1}
param	color	specularcolor	1 1 1		%meta{string,help,"Specular highlight color"}  %read{2147483647,-1} %write{2147483647,-1}
param	float	veinfreq	1		%meta{string,help,"Vein frequency"}  %read{32,33} %write{2147483647,-1} %derivs
param	float	veinlevels	2		%meta{string,help,"Vein levels"} %meta{int,min,1} %meta{int,max,8}  %read{36,36} %write{2147483647,-1}
param	color	basecolor	0 0 0		%meta{string,help,"Base marble color (defaults to C)"}  %read{57,57} %write{0,0} %initexpr
param	color	veincolor	0.60000002 0.5 0.1		%meta{string,help,"Vein color"}  %read{57,57} %write{2147483647,-1}
param	float	sharpness	8		%meta{string,help,"Vein sharpness"}  %read{48,48} %write{2147483647,-1}
param	point	Pref	0 0 0		%meta{string,help,"Reference pose (defaults to P)"}  %read{3,3} %write{1,1} %derivs %initexpr
param	string	shadingspace	"shader"		%meta{string,help,"Shading space"}  %read{3,3} %write{2147483647,-1} %derivs
param	float	shadingfreq	1		%meta{string,help,"Shading frequency"}  %read{4,4} %write{2147483647,-1} %derivs
global	point	P	%read{1,96} %write{2147483647,-1} %derivs
global	vector	I	%read{61,90} %write{2147483647,-1}
global	normal	N	%read{58,58} %write{2147483647,-1}
global	normal	Ng	%read{61,61} %write{2147483647,-1}
global	color	C	%read{0,115} %write{114,115}
global	color	opacity	%read{115,115} %write{2147483647,-1}
global	vector	L	%read{80,101} %write{2147483647,-1}
global	color	Cl	%read{78,100} %write{2147483647,-1}
local	color	___278_C	%read{72,86} %write{71,85}
local	float	___279___nondiffuse	%read{72,85} %write{72,85}
local	vector	___280_H	%read{94,111} %write{94,111}
local	color	___281_C	%read{94,112} %write{93,111}
local	float	___282___nonspecular	%read{94,111} %write{94,111}
local	float	___325_amp	%read{12,26} %write{8,26} %derivs
local	point	___325_pp	%read{12,26} %write{9,26} %derivs
local	vector	___325_sum	%read{12,27} %write{10,26} %derivs
local	float	___325_fw	%read{12,26} %write{11,26} %derivs
local	float	___325_i	%read{12,26} %write{12,26}
local	point	PP	%read{5,56} %write{4,56} %derivs
local	float	dPP	%read{11,39} %write{6,33} %derivs
local	float	turbsum	%read{34,57} %write{30,56}
local	float	freq	%read{34,56} %write{31,56}
local	int	___423_i	%read{34,56} %write{34,56}
local	float	___424_turb	%read{34,56} %write{34,56}
local	color	Ct	%read{89,89} %write{57,57}
local	normal	Nf	%read{73,105} %write{64,65}
temp	point	$tmp1	%read{4,4} %write{3,3} %derivs
const	string	$const1	"transform"		%read{2,2} %write{2147483647,-1}
const	string	$const2	"common"		%read{3,3} %write{2147483647,-1}
temp	float	$tmp2	%read{6,6} %write{5,5} %derivs
const	float	$const3	0.5		%read{22,28} %write{2147483647,-1}
temp	vector	$tmp3	%read{28,28} %write{27,27} %derivs
const	float	$const5	6		%read{14,14} %write{2147483647,-1}
const	float	$const7	2		%read{23,24} %write{2147483647,-1}
const	string	$const8	"vfBm"		%read{7,7} %write{2147483647,-1}
const	int	$const9	1		%read{8,56} %write{2147483647,-1}
const	int	$const10	0		%read{10,97} %write{2147483647,-1}
temp	int	$tmp4	%read{12,26} %write{12,26}
temp	vector	$tmp5	%read{20,20} %write{19,19} %derivs
const	string	$const11	"filteredvsnoise"		%read{15,15} %write{2147483647,-1}
temp	vector	$tmp6	%read{19,19} %write{16,16} %derivs
temp	float	$tmp7	%read{18,18} %write{17,17} %derivs
const	float	$const12	0.2		%read{17,42} %write{2147483647,-1}
const	float	$const13	0.75		%read{17,42} %write{2147483647,-1}
temp	float	$tmp8	%read{19,19} %write{18,18} %derivs
const	float	$const14	1		%read{18,99} %write{2147483647,-1}
temp	vector	$tmp9	%read{21,21} %write{20,20} %derivs
temp	point	$tmp10	%read{25,25} %write{24,24} %derivs
temp	vector	$tmp11	%read{29,29} %write{28,28} %derivs
temp	int	$tmp12	%read{37,37} %write{36,36}
temp	int	$tmp13	%read{34,56} %write{34,56}
temp	float	$tmp14	%read{45,45} %write{44,44}
temp	point	$tmp15	%read{41,41} %write{38,38}
temp	float	$tmp16	%read{42,42} %write{39,39}
const	string	$const15	"filteredsnoise"		%read{40,40} %write{2147483647,-1}
temp	float	$tmp17	%read{44,44} %write{41,41}
temp	float	$tmp18	%read{43,43} %write{42,42}
temp	float	$tmp19	%read{44,44} %write{43,43}
temp	float	$tmp20	%read{49,49} %write{48,48}
temp	float	$tmp21	%read{48,48} %write{47,47}
const	float	$const16	0.80000001		%read{47,47} %write{2147483647,-1}
temp	float	$tmp22	%read{47,47} %write{46,46}
temp	float	$tmp23	%read{51,51} %write{50,50}
temp	float	$tmp24	%read{52,52} %write{51,51}
const	float	$const18	3		%read{53,54} %write{2147483647,-1}
temp	int	$tmp25	%read{2147483647,-1} %write{55,55}
temp	normal	$tmp26	%read{64,65} %write{58,58}
const	string	$const19	"faceforward"		%read{59,60} %write{2147483647,-1}
temp	float	$tmp27	%read{62,62} %write{61,61}
temp	int	$tmp28	%read{63,63} %write{62,62}
const	string	$const20	"MaterialPlastic"		%read{67,67} %write{2147483647,-1}
temp	color	$tmp29	%read{69,69} %write{68,68}
temp	color	$tmp30	%read{72,88} %write{69,85}
temp	color	$tmp31	%read{87,87} %write{86,86}
const	string	$const21	"diffuse"		%read{70,70} %write{2147483647,-1}
const	float	$const22	1.5707964		%read{73,96} %write{2147483647,-1}
temp	int	$tmp32	%read{72,85} %write{72,85}
temp	int	$tmp33	%read{2147483647,-1} %write{76,76}
const	string	$const23	"light"		%read{76,98} %write{2147483647,-1}
const	string	$const24	"__nondiffuse"		%read{76,76} %write{2147483647,-1}
temp	float	$tmp34	%read{78,78} %write{77,77}
temp	color	$tmp35	%read{84,84} %write{78,78}
temp	color	$tmp36	%read{84,84} %write{83,83}
const	float	$const25	0		%read{79,106} %write{2147483647,-1}
temp	color	$tmp37	%read{83,83} %write{79,79}
temp	float	$tmp38	%read{82,82} %write{81,81}
temp	vector	$tmp39	%read{81,81} %write{80,80}
temp	color	$tmp40	%read{83,83} %write{82,82}
temp	color	$tmp41	%read{72,85} %write{72,85}
temp	color	$tmp42	%read{88,88} %write{87,87}
temp	color	$tmp43	%read{89,89} %write{88,88}
temp	color	$tmp44	%read{94,114} %write{89,111}
temp	color	$tmp45	%read{113,113} %write{112,112}
temp	vector	$tmp46	%read{91,91} %write{90,90}
temp	vector	$tmp47	%read{94,111} %write{91,111}
const	string	$const26	"specular"		%read{92,92} %write{2147483647,-1}
temp	int	$tmp48	%read{94,111} %write{94,111}
temp	int	$tmp49	%read{2147483647,-1} %write{98,98}
const	string	$const27	"__nonspecular"		%read{98,98} %write{2147483647,-1}
temp	float	$tmp50	%read{100,100} %write{99,99}
temp	color	$tmp51	%read{110,110} %write{100,100}
temp	color	$tmp52	%read{110,110} %write{109,109}
temp	vector	$tmp53	%read{103,103} %write{101,101}
const	string	$const28	"specularbrdf"		%read{102,102} %write{2147483647,-1}
temp	vector	$tmp54	%read{104,104} %write{103,103}
temp	float	$tmp55	%read{109,109} %write{108,108}
temp	float	$tmp56	%read{108,108} %write{106,106}
temp	float	$tmp57	%read{106,106} %write{105,105}
temp	float	$tmp58	%read{108,108} %write{107,107}
const	float	$const30	8		%read{107,107} %write{2147483647,-1}
temp	color	$tmp59	%read{94,111} %write{94,111}
temp	color	$tmp60	%read{114,114} %write{113,113}
code basecolor
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:83
#     color veincolor = color(.6,.5,.1)
	assign		basecolor C 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl"} %line{83} %argrw{"wr"}
code Pref
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:89
#     string shadingspace = "shader"
	assign		Pref P 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl"} %line{89} %argrw{"wr"}
code ___main___
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:97
#     float dPP = sqrt(area(PP));
	functioncall	$const1 4 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl"} %line{97} %argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:249
# point  mix (point  x, point  y, float  a) { return x*(1-a) + y*a; }
	transform	$tmp1 $const2 shadingspace Pref 	%filename{"D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h"} %line{249} %argrw{"wrrr"}
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:97
#     float dPP = sqrt(area(PP));
	mul		PP shadingfreq $tmp1 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl"} %line{97} %argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:98
# 
	area		$tmp2 PP 	%line{98} %argrw{"wr"} %argderivs{1}
	sqrt		dPP $tmp2 	%argrw{"wr"}
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:101
# 
	functioncall	$const8 28 	%line{101} %argrw{"r"}
# D:/xrt.git\\src\\osl\\shaders\\noises.h:150
# #ifndef FILTLOW
	assign		___325_amp $const9 	%filename{"D:/xrt.git\\src\\osl\\shaders\\noises.h"} %line{150} %argrw{"wr"}
# D:/xrt.git\\src\\osl\\shaders\\noises.h:151
# #  define FILTLOW 0.2
	assign		___325_pp PP 	%line{151} %argrw{"wr"}
# D:/xrt.git\\src\\osl\\shaders\\noises.h:152
# #endif
	assign		___325_sum $const10 	%line{152} %argrw{"wr"}
# D:/xrt.git\\src\\osl\\shaders\\noises.h:153
# #ifndef FILTHIGH
	assign		___325_fw dPP 	%line{153} %argrw{"wr"}
# D:/xrt.git\\src\\osl\\shaders\\noises.h:156
# 
	for		$tmp4 14 15 26 27 	%line{156} %argrw{"r"}
	assign		___325_i $const10 	%argrw{"wr"}
	lt		$tmp4 ___325_i $const5 	%argrw{"wrr"}
# D:/xrt.git\\src\\osl\\shaders\\noises.h:157
# // If we know the filter size, we can crudely antialias snoise by fading
	functioncall	$const11 20 	%line{157} %argrw{"r"}
# D:/xrt.git\\src\\osl\\shaders\\noises.h:72
#     return ((vector)snoise(p)) * (1-smoothstep (FILTLOW,FILTHIGH,width));
	snoise		$tmp6 ___325_pp 	%line{72} %argrw{"wr"}
	smoothstep	$tmp7 $const12 $const13 ___325_fw 	%argrw{"wrrr"}
	sub		$tmp8 $const14 $tmp7 	%argrw{"wrr"}
	mul		$tmp5 $tmp6 $tmp8 	%argrw{"wrr"}
# D:/xrt.git\\src\\osl\\shaders\\noises.h:157
# 	sum += amp * filteredvsnoise (pp, fw);
	mul		$tmp9 ___325_amp $tmp5 	%line{157} %argrw{"wrr"}
	add		___325_sum ___325_sum $tmp9 	%argrw{"wrr"}
# D:/xrt.git\\src\\osl\\shaders\\noises.h:158
# 	amp *= gain;  fw *= lacunarity;
	mul		___325_amp ___325_amp $const3 	%line{158} %argrw{"wrr"}
	mul		___325_fw ___325_fw $const7 	%argrw{"wrr"}
# D:/xrt.git\\src\\osl\\shaders\\noises.h:159
#         pp = pp * lacunarity + 1;  // multiply and offset
	mul		$tmp10 ___325_pp $const7 	%line{159} %argrw{"wrr"}
	add		___325_pp $tmp10 $const14 	%argrw{"wrr"}
# D:/xrt.git\\src\\osl\\shaders\\noises.h:156
#     for (i = 0;  i < octaves;  i += 1) {
	add		___325_i ___325_i $const14 	%line{156} %argrw{"wrr"}
# D:/xrt.git\\src\\osl\\shaders\\noises.h:161
#     return sum;
	assign		$tmp3 ___325_sum 	%line{161} %argrw{"wr"}
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:101
# 
	mul		$tmp11 $const3 $tmp3 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl"} %line{101} %argrw{"wrr"}
	add		PP PP $tmp11 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:104
#     float freq = 1;
	assign		turbsum $const10 	%line{104} %argrw{"wr"}
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:105
#     PP *= veinfreq;
	assign		freq $const9 	%line{105} %argrw{"wr"}
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:106
#     dPP *= veinfreq;
	mul		PP PP veinfreq 	%line{106} %argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:107
#     for (int i = 0;  i < (int)veinlevels;  i++) {
	mul		dPP dPP veinfreq 	%line{107} %argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:108
# 	float turb = abs (filteredsnoise (PP*freq, dPP*freq));
	for		$tmp13 36 38 55 57 	%line{108} %argrw{"r"}
	assign		___423_i $const10 	%argrw{"wr"}
	assign		$tmp12 veinlevels 	%argrw{"wr"}
	lt		$tmp13 ___423_i $tmp12 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:109
# 	turb = pow (smoothstep (0.8, 1, 1 - turb), sharpness) / freq;
	mul		$tmp15 PP freq 	%line{109} %argrw{"wrr"}
	mul		$tmp16 dPP freq 	%argrw{"wrr"}
	functioncall	$const15 45 	%argrw{"r"}
# D:/xrt.git\\src\\osl\\shaders\\noises.h:62
#     return snoise(p) * (1-smoothstep (FILTLOW,FILTHIGH,width));
	snoise		$tmp17 $tmp15 	%filename{"D:/xrt.git\\src\\osl\\shaders\\noises.h"} %line{62} %argrw{"wr"}
	smoothstep	$tmp18 $const12 $const13 $tmp16 	%argrw{"wrrr"}
	sub		$tmp19 $const14 $tmp18 	%argrw{"wrr"}
	mul		$tmp14 $tmp17 $tmp19 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:109
# // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
	abs		___424_turb $tmp14 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl"} %line{109} %argrw{"wr"}
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:110
# //
	sub		$tmp22 $const14 ___424_turb 	%line{110} %argrw{"wrr"}
	smoothstep	$tmp21 $const16 $const14 $tmp22 	%argrw{"wrrr"}
	pow		$tmp20 $tmp21 sharpness 	%argrw{"wrr"}
	div		___424_turb $tmp20 freq 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:111
# // (This is the Modified BSD License)
	sub		$tmp23 $const14 turbsum 	%line{111} %argrw{"wrr"}
	mul		$tmp24 $tmp23 ___424_turb 	%argrw{"wrr"}
	add		turbsum turbsum $tmp24 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:112
# /////////////////////////////////////////////////////////////////////////////
	mul		freq freq $const18 	%line{112} %argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:113
# 
	mul		PP PP $const18 	%line{113} %argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:108
# 	float turb = abs (filteredsnoise (PP*freq, dPP*freq));
	assign		$tmp25 ___423_i 	%line{108} %argrw{"wr"}
	add		___423_i ___423_i $const9 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:117
# 
	mix		Ct basecolor veincolor turbsum 	%line{117} %argrw{"wrrr"}
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:120
#     C = MaterialPlastic (Nf, Ct, Ka, Kd, Ks, roughness);
	normalize	$tmp26 N 	%line{120} %argrw{"wr"}
	functioncall	$const19 67 	%argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:196
# 
	functioncall	$const19 67 	%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		$tmp27 I Ng 	%line{192} %argrw{"wrr"}
	gt		$tmp28 $tmp27 $const10 	%argrw{"wrr"}
	if		$tmp28 65 66 	%argrw{"r"}
	neg		Nf $tmp26 	%argrw{"wr"}
	assign		Nf $tmp26 	%argrw{"wr"}
	return
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:121
#     C *= opacity;
	functioncall	$const20 115 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl"} %line{121} %argrw{"r"}
# D:/xrt.git\\src\\osl\\shaders\\material.h:49
#     return basecolor * (Ka*ambient() + Kd*diffuse(Nf))
	ambient		$tmp29 	%filename{"D:/xrt.git\\src\\osl\\shaders\\material.h"} %line{49} %argrw{"w"}
	mul		$tmp30 Ka $tmp29 	%argrw{"wrr"}
	functioncall	$const21 87 	%argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:501
#     float spacescale = length(transform(space, dir));
	assign		___278_C $const10 	%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
# 	if (truedisp) {
	for		$tmp32 74 75 86 86 	%line{503} %argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:507
# 	    N = Nresid + normalize (calculatenormal (P + Ndisp));
	lights_begin	P Nf $const22 	%line{507} %argrw{"rrr"}
	lights		$tmp32 P Nf $const22 	%argrw{"wrrr"} %argderivs{1}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:504
# 		float __nondiffuse = 0;
	assign		___279___nondiffuse $const10 	%line{504} %argrw{"wr"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:505
# 		getmessage ("light", "__nondiffuse", __nondiffuse);
	getmessage	$tmp33 $const23 $const24 ___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		$tmp34 $const14 ___279___nondiffuse 	%line{506} %argrw{"wrr"}
	mul		$tmp35 Cl $tmp34 	%argrw{"wrr"}
	assign		$tmp37 $const25 	%argrw{"wr"}
	normalize	$tmp39 L 	%argrw{"wr"}
	dot		$tmp38 Nf $tmp39 	%argrw{"wrr"}
	assign		$tmp40 $tmp38 	%argrw{"wr"}
	max		$tmp36 $tmp37 $tmp40 	%argrw{"wrr"}
	mul		$tmp41 $tmp35 $tmp36 	%argrw{"wrr"}
	add		___278_C ___278_C $tmp41 	%argrw{"wrr"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:508
# 	return C;
	assign		$tmp31 ___278_C 	%line{508} %argrw{"wr"}
# D:/xrt.git\\src\\osl\\shaders\\material.h:49
#     return basecolor * (Ka*ambient() + Kd*diffuse(Nf))
	mul		$tmp42 Kd $tmp31 	%filename{"D:/xrt.git\\src\\osl\\shaders\\material.h"} %line{49} %argrw{"wrr"}
	add		$tmp43 $tmp30 $tmp42 	%argrw{"wrr"}
	mul		$tmp44 Ct $tmp43 	%argrw{"wrr"}
# D:/xrt.git\\src\\osl\\shaders\\material.h:50
#            + Ks*specular(Nf,-normalize(I),roughness);
	normalize	$tmp46 I 	%line{50} %argrw{"wr"}
	neg		$tmp47 $tmp46 	%argrw{"wr"}
	functioncall	$const26 113 	%argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:527
# float stof (string str) BUILTIN;
	assign		___281_C $const10 	%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		$tmp48 96 97 112 112 	%line{529} %argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:533
# }
	lights_begin	P Nf $const22 	%line{533} %argrw{"rrr"}
	lights		$tmp48 P Nf $const22 	%argrw{"wrrr"} %argderivs{1}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:530
# 		float __nonspecular = 0;
	assign		___282___nonspecular $const10 	%line{530} %argrw{"wr"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:531
# 		getmessage ("light", "__nonspecular", __nonspecular);
	getmessage	$tmp49 $const23 $const27 ___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		$tmp50 $const14 ___282___nonspecular 	%line{532} %argrw{"wrr"}
	mul		$tmp51 Cl $tmp50 	%argrw{"wrr"}
	normalize	$tmp53 L 	%argrw{"wr"}
	functioncall	$const28 110 	%argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:511
# 	vector H = normalize( L + V );
	add		$tmp54 $tmp53 $tmp47 	%line{511} %argrw{"wrr"}
	normalize	___280_H $tmp54 	%argrw{"wr"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:512
# 	return pow (max (0, dot (N, H)), 8 / roughness);
	dot		$tmp57 Nf ___280_H 	%line{512} %argrw{"wrr"}
	max		$tmp56 $const25 $tmp57 	%argrw{"wrr"}
	div		$tmp58 $const30 roughness 	%argrw{"wrr"}
	pow		$tmp55 $tmp56 $tmp58 	%argrw{"wrr"}
	assign		$tmp52 $tmp55 	%argrw{"wr"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:532
# 		C += Cl * (1-__nonspecular) * specularbrdf (normalize (L), N, V, roughness);
	mul		$tmp59 $tmp51 $tmp52 	%line{532} %argrw{"wrr"}
	add		___281_C ___281_C $tmp59 	%argrw{"wrr"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:534
# 	return C;
	assign		$tmp45 ___281_C 	%line{534} %argrw{"wr"}
# D:/xrt.git\\src\\osl\\shaders\\material.h:50
#            + Ks*specular(Nf,-normalize(I),roughness);
	mul		$tmp60 Ks $tmp45 	%filename{"D:/xrt.git\\src\\osl\\shaders\\material.h"} %line{50} %argrw{"wrr"}
	add		C $tmp44 $tmp60 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl:122
#         [[  string help = "Surface roughness (specular highlight size)",
	mul		C C opacity 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\veinedmarble.osl"} %line{122} %argrw{"wrr"}
	end
