OpenShadingLanguage 1.01
# Compiled by oslc 1.6.2
surface maya_samplerInfo
param	float	s	0		%read{4,4} %write{0,0} %initexpr
param	float	t	0		%read{5,5} %write{1,1} %initexpr
oparam	point	pointCamera	0 0 0		%read{2147483647,-1} %write{8,8}
oparam	point	pointObj	0 0 0		%read{2147483647,-1} %write{10,10}
oparam	point	pointWorld	0 0 0		%read{2147483647,-1} %write{2,12} %initexpr
oparam	normal	normalCamera	0 0 0		%read{2147483647,-1} %write{3,15} %initexpr
oparam	float[2]	uvCoord	0 0		%read{2147483647,-1} %write{4,5} %initexpr
oparam	vector	rayDirection	0 0 0		%read{2147483647,-1} %write{6,18} %initexpr
oparam	vector	tangentUCamera	0 0 0		%read{2147483647,-1} %write{22,22}
oparam	vector	tangentVCamera	0 0 0		%read{2147483647,-1} %write{27,27}
oparam	matrix	matrixEyeToWorld	1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1		%read{2147483647,-1} %write{30,30}
oparam	float[2]	pixelCenter	0 0		%read{2147483647,-1} %write{2147483647,-1}
oparam	float	flippedNormal	0		%read{2147483647,-1} %write{2147483647,-1}
oparam	float	facingRatio	0		%read{2147483647,-1} %write{35,35}
global	point	P	%read{2,24} %write{2147483647,-1} %derivs
global	vector	I	%read{6,32} %write{2147483647,-1}
global	normal	N	%read{3,31} %write{2147483647,-1}
global	float	u	%read{0,0} %write{2147483647,-1}
global	float	v	%read{1,1} %write{2147483647,-1}
const	int	$const1	0		%read{4,4} %write{2147483647,-1}
const	int	$const2	1		%read{5,5} %write{2147483647,-1}
const	string	$const3	"camera"		%read{8,28} %write{2147483647,-1}
const	string	$const4	"transform"		%read{7,23} %write{2147483647,-1}
const	string	$const5	"common"		%read{8,24} %write{2147483647,-1}
const	string	$const6	"object"		%read{10,10} %write{2147483647,-1}
const	string	$const7	"world"		%read{12,29} %write{2147483647,-1}
temp	normal	$tmp1	%read{15,15} %write{14,14}
temp	vector	$tmp2	%read{18,18} %write{17,17}
temp	vector	$tmp3	%read{22,22} %write{21,21}
temp	point	$tmp4	%read{21,21} %write{20,20} %derivs
temp	vector	$tmp5	%read{27,27} %write{26,26}
temp	vector	$tmp6	%read{26,26} %write{25,25}
temp	point	$tmp7	%read{25,25} %write{24,24} %derivs
temp	matrix	$tmp8	%read{30,30} %write{28,28}
const	float	$const8	1		%read{28,29} %write{2147483647,-1}
const	float	$const9	0		%read{28,29} %write{2147483647,-1}
const	float	$const11	-1		%read{28,28} %write{2147483647,-1}
temp	matrix	$tmp9	%read{30,30} %write{29,29}
temp	float	$tmp10	%read{35,35} %write{34,34}
temp	normal	$tmp11	%read{34,34} %write{31,31}
temp	vector	$tmp12	%read{34,34} %write{33,33}
temp	vector	$tmp13	%read{33,33} %write{32,32}
code s
# D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl:4
# 	output point pointCamera = 0,
	assign		s u 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl"} %line{4} %argrw{"wr"}
code t
# D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl:4
# 	output point pointCamera = 0,
	assign		t v 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl"} %line{4} %argrw{"wr"}
code pointWorld
# D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl:7
# 	output normal normalCamera = N,
	assign		pointWorld P 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl"} %line{7} %argrw{"wr"}
code normalCamera
# D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl:8
# 	output float uvCoord[2] = { s, t },
	assign		normalCamera N 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl"} %line{8} %argrw{"wr"}
code uvCoord
# D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl:9
# 	output vector rayDirection = I,
	aassign		uvCoord $const1 s 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl"} %line{9} %argrw{"wrr"}
	aassign		uvCoord $const2 t 	%argrw{"wrr"}
code rayDirection
# D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl:10
# 	output vector tangentUCamera = 0,
	assign		rayDirection I 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl"} %line{10} %argrw{"wr"}
code ___main___
# D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl:18
# 	pointObj = transform( "object", P );
	functioncall	$const4 9 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl"} %line{18} %argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:249
# }
	transform	pointCamera $const5 $const3 P 	%filename{"D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h"} %line{249} %argrw{"wrrr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl:19
# 	pointWorld = transform( "world", P );
	functioncall	$const4 11 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl"} %line{19} %argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:249
#     }
	transform	pointObj $const5 $const6 P 	%filename{"D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h"} %line{249} %argrw{"wrrr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl:20
# 	normalCamera = normalize( transform( "camera", N ) );
	functioncall	$const4 13 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl"} %line{20} %argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:249
#         T = vector (0,0,0);
	transform	pointWorld $const5 $const7 P 	%filename{"D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h"} %line{249} %argrw{"wrrr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl:21
# 	// According to maya's doc, this should be -I... but reality says otherwise.
	functioncall	$const4 15 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl"} %line{21} %argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:247
#         // total internal reflection
	transformn	$tmp1 $const5 $const3 N 	%filename{"D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h"} %line{247} %argrw{"wrrr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl:21
# 	// According to maya's doc, this should be -I... but reality says otherwise.
	normalize	normalCamera $tmp1 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl"} %line{21} %argrw{"wr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl:23
# 	tangentUCamera = normalize( Dx( transform( "camera", P )));
	functioncall	$const4 18 	%line{23} %argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:248
#     } else {
	transformv	$tmp2 $const5 $const3 I 	%filename{"D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h"} %line{248} %argrw{"wrrr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl:23
# 	tangentUCamera = normalize( Dx( transform( "camera", P )));
	normalize	rayDirection $tmp2 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl"} %line{23} %argrw{"wr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl:24
# 	tangentVCamera = -normalize( Dy( transform( "camera", P )) );
	functioncall	$const4 21 	%line{24} %argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:249
#     } else {
	transform	$tmp4 $const5 $const3 P 	%filename{"D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h"} %line{249} %argrw{"wrrr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl:24
# 	tangentVCamera = -normalize( Dy( transform( "camera", P )) );
	Dx		$tmp3 $tmp4 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl"} %line{24} %argrw{"wr"} %argderivs{1}
	normalize	tangentUCamera $tmp3 	%argrw{"wr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl:25
# 	matrixEyeToWorld =
	functioncall	$const4 25 	%line{25} %argrw{"r"}
# D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h:249
#         T = refract(I, N, eta);
	transform	$tmp7 $const5 $const3 P 	%filename{"D:/xrt.git\\build\\vc10\\Win32\\Release\\shaders\\stdosl.h"} %line{249} %argrw{"wrrr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl:25
# 	matrixEyeToWorld =
	Dy		$tmp6 $tmp7 	%filename{"D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl"} %line{25} %argrw{"wr"} %argderivs{1}
	normalize	$tmp5 $tmp6 	%argrw{"wr"}
	neg		tangentVCamera $tmp5 	%argrw{"wr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl:27
# 
	matrix		$tmp8 $const3 $const8 $const9 $const9 $const9 $const9 $const8 $const9 $const9 $const9 $const9 $const11 $const9 $const9 $const9 $const9 $const8 	%line{27} %argrw{"wrrrrrrrrrrrrrrrrr"}
	matrix		$tmp9 $const7 $const8 $const9 $const9 $const9 $const9 $const8 $const9 $const9 $const9 $const9 $const8 $const9 $const9 $const9 $const9 $const8 	%argrw{"wrrrrrrrrrrrrrrrrr"}
	mul		matrixEyeToWorld $tmp8 $tmp9 	%argrw{"wrr"}
# D:\\xrt.git\\src\\osl\\shaders\\maya_samplerInfo.osl:49
# }
	normalize	$tmp11 N 	%line{49} %argrw{"wr"}
	neg		$tmp13 I 	%argrw{"wr"}
	normalize	$tmp12 $tmp13 	%argrw{"wr"}
	dot		$tmp10 $tmp11 $tmp12 	%argrw{"wrr"}
	abs		facingRatio $tmp10 	%argrw{"wr"}
	end
