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Hyperoblic-Honeycombs-Kn2cr11.frag
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Hyperoblic-Honeycombs-Kn2cr11.frag
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#version 330
#define providesInit
#define providesColor
#define KN_VOLUMETRIC
#define USE_EIFFIE_SHADOW
#define MULTI_SAMPLE_AO
#include "MathUtils.frag"
#include "DE-Kn2cr11.frag"
uniform vec3 Eye;
uniform vec3 Target;
#group Object-Colors
uniform vec3 segAColor; color[0.0,0.0,0.0]
uniform vec3 segBColor; color[0.0,0.0,0.0]
uniform vec3 segCColor; color[0.0,0.0,0.0]
uniform vec3 segDColor; color[0.0,0.0,0.0]
uniform vec3 faceABCol; color[0.0,0.0,0.0]
uniform vec3 faceACCol; color[0.0,0.0,0.0]
uniform vec3 faceADCol; color[0.0,0.0,0.0]
uniform vec3 faceBCCol; color[0.0,0.0,0.0]
uniform vec3 faceBDCol; color[0.0,0.0,0.0]
uniform vec3 faceCDCol; color[0.0,0.0,0.0]
uniform vec3 verticesColor; color[0.0,0.0,0.0]
uniform vec3 facesColor; color[0.0,0.0,0.0]
uniform vec3 floorCheckerColor1; color[0.82,0.196078,0.33]
uniform vec3 floorCheckerColor2; color[0.0,0.0,0.0]
uniform vec3 floorLineColor; color[0.0,0.0,0.0]
#group Honeycomb-Settings
// draw the honeycomb in upper half space model
uniform bool doUpperHalfSpace; checkbox[false]
// this option should only be true for hyperideal cases
uniform bool drawFloorPattern; checkbox[false]
uniform int AB; slider[2,5,9]
uniform int AC; slider[2,2,9]
uniform int AD; slider[2,2,9]
uniform int BC; slider[2,3,9]
uniform int BD; slider[2,2,9]
uniform int CD; slider[2,4,9]
uniform bool enableFaceAB; checkbox[false]
uniform bool enableFaceAC; checkbox[false]
uniform bool enableFaceAD; checkbox[false]
uniform bool enableFaceBC; checkbox[false]
uniform bool enableFaceBD; checkbox[false]
uniform bool enableFaceCD; checkbox[false]
// Barycentric coordinates of the initial vertex v0
uniform vec4 activeMirrors; slider[(0,0,0,0),(1,0,0,0),(1,1,1,1)]
uniform float vertexSize; slider[0,0.05,0.5]
uniform float edgeSize; slider[0,0.01,0.1]
uniform float faceThickness; slider[0,0.001,0.2]
uniform float floorLineThickness; slider[0,0.01,3.]
uniform int Iterations; slider[0,30,1000]
uniform float CSphRad; slider[0,0.99995,1]
// normal vectors of the four reflection mirrors
// the reflections are in the 4d Minkowski space
mat4 M;
// the initial vertex
vec4 v0;
// This matrix also holds the reflection mirrors,
// except they are represented as usual planes and spheres in 3d space.
// This is used for computing the floor pattern in the noncompact case.
// The floor is the ideal boundary of the hyperbolic model hence cannot
// be lifted to the hyperboloid, but we can still do reflections and inversions
// in 3d space.
// The first three mirrors are normal vectors of planes,
// The last one is the (center, radius) of the inversion sphere.
mat4 M2;
// cosh, sinh of the vertex radius and edge radius
float cvr, svr, csr, ssr;
// Minkowski inner product with Sylvester type (3, 1)
float hdot(in vec4 p, in vec4 q) {
return dot(p.xyz, q.xyz) - p.w * q.w;
}
// normalize a time-like vector <v, v> < 0
vec4 hnormalize(in vec4 p) {
return p / sqrt(-hdot(p, p));
}
// reflection about a plane in 4d hyperbolic space
float try_reflect(inout vec4 p, in vec4 n) {
float k = min(0., hdot(p, n));
p -= 2. * k * n;
return k;
}
// reflection about a plane in 3d space, this is the usual Euclidean reflection
bool try_reflect(inout vec3 p, vec3 n, inout int count) {
float k = dot(p, n);
if (k >= 0.)
return true;
p -= 2.0 * k * n;
count += 1;
return false;
}
// Sphere inversion in 3d space
bool try_reflect(inout vec3 p, vec4 sphere, inout int count) {
vec3 cen = sphere.xyz;
float r = sphere.w;
vec3 q = p - cen;
float d2 = dot(q, q);
if (d2 == 0.0)
return true;
float k = (r * r) / d2;
if (k < 1.0)
return true;
p = k * q + cen;
count += 1;
return false;
}
// Minimal Euclidean distance to the four mirrors in M2.
float distABCD(vec3 p) {
float dA = abs(dot(p, M2[0].xyz));
float dB = abs(dot(p, M2[1].xyz));
float dC = abs(dot(p, M2[2].xyz));
float dD = abs(length(p - M2[3].xyz) - M2[3].w);
return min(dA, min(dB, min(dC, dD)));
}
// Inverse stereo-graphic projection, from a point on plane z=0 to
// the unit ball centered at the origin
vec3 planeToSphere(vec2 p) {
float r2 = dot(p, p);
return vec3(2.0 * p, r2 - 1.0) / (1.0 + r2);
}
// get the color for the checker pattern on the floor
vec3 getFloorColor(bool found, int count) {
if (found) {
return (count % 2 == 0) ? floorCheckerColor1 : floorCheckerColor2;
}
return floorLineColor;
}
// initialize the data of the honeycomb
void init() {
float c01 = -cos(PI / float(AB));
float c02 = -cos(PI / float(AC));
float c03 = -cos(PI / float(AD));
float c12 = -cos(PI / float(BC));
float c13 = -cos(PI / float(BD));
float c23 = -cos(PI / float(CD));
vec4 A, B, C, D;
// find the reflection mirrors A, B, C, D.
// A can be always chosen as x-axis
A = vec4(1, 0, 0, 0);
B = vec4(c01, sqrt(1. - c01*c01), 0., 0.);
C = vec4(c02, 0, 0, 0);
C.y = (c12 - C.x * B.x) / B.y;
C.z = sqrt(abs(1. - dot(C.xy, C.xy))); // avoid rounding error in paracompact case
D = vec4(c03, 0, 0, 0);
D.y = (c13 - D.x * B.x) / B.y;
D.z = (c23 - dot(D.xy, C.xy) ) / C.z;
// !important: if you want to make the fundamental chamber lie in the upper
// sheet of the hyperboloid then you must use "-" sign for the last entry of D.
D.w = -sqrt(abs(dot(D.xyz, D.xyz) - 1.));
vec4 H = vec4(1, 1, 1, -1);
mat4 Minv = inverse(mat4(H*A, H*B, H*C, H*D));
v0 = hnormalize(activeMirrors * Minv);
M = mat4(A, B, C, D);
// cosh(vradius), sinh(vradius), cosh(sradius), sinh(sradius)
cvr = cosh(vertexSize); svr = sinh(vertexSize);
csr = cosh(edgeSize); ssr = sinh(edgeSize);
// M2 and M differ only in their last column vector
vec3 cen = -vec3(c03, c13, c23) * inverse(mat3(A.xyz, B.xyz, C.xyz)) ;
vec4 S = vec4(cen, 1);
S /= sqrt(dot(cen, cen) - 1.);
M2 = mat4(A, B, C, S);
}
// for a 3d point on the unit sphere in Euclidean space, reflect it until it falls into
// the 3d fundamental domain.
bool fold3d(inout vec3 p, inout int count) {
bool inA, inB, inC, inD;
for (int iter = 0; iter < 300; iter++) {
inA = try_reflect(p, M2[0].xyz, count);
inB = try_reflect(p, M2[1].xyz, count);
inC = try_reflect(p, M2[2].xyz, count);
inD = try_reflect(p, M2[3], count);
if (inA && inB && inC && inD)
return true;
}
return false;
}
// for a 4d point in hyperbolic space, reflect it until it falls into the
// 4d fundamental domain
bool fold4d(inout vec4 p) {
float k;
for(int i = 0; i < Iterations; i++) {
k = 0.;
p.x = abs(p.x);
k += try_reflect(p, M[1]);
k += try_reflect(p, M[2]);
k += try_reflect(p, M[3]);
// break as soon as we find it's already in the fundamental domain
if(k == 0.) return true;
}
return false;
}
// knighty's conservative distance conversion from hyperboloid to 3d flat distance.
// for a 3d point p, it's lifted to a 4d point q on the hyperboloid:
//
// 2p 1+r^2
// q = ( -----, ----- ).
// 1-r^2 1-r^2
//
// any point with distance d (ca=cosh(d),sa=sinh(d)) to q can be written as q*ca + v*sa,
// wheren v is a unit tangent vector at q. We want v look like (sp, t).
// so we have two unknowns (s, t) and two equations:
// 1. s^2 * r^2 - t^2 = 1 (tangent vector must be space-like)
// 2. 2*s/(1-r^2)*r^2 - (1+r^2)/(1-r^2)*t = 0 (definition of tangent vector at q)
// solve for s, t we have s = (1+r^2)/(r *(1-r^2)) and t = 2*r/(1-r^2).
// hence the point we choose to project to 3d is
// ([ 2*ca/(1-r^2) + (1+r^2)/(r *(1-r^2))*sa ] * p,
// [ ca*(1+r^2)/(1-r^2) + sa*2*r/(1-r^2) ])
float knightyDD(float ca, float sa, float r) {
float x = 1. + r * r;
float y = 2. - x;
return (2. * r * ca + x * sa) / (x * ca + 2. * r * sa + y) - r;
}
// if distance between p and q is a, C is a circle with radius VR centered at q,
// then the distance from p to C is a - VR, hence
// cosh(a - VR) = cosh(a)cosh(VR) - sinh(a)sinh(VR)
// sinh(a - VR) = sinh(a)cosh(VR) - cosh(a)sinh(VR)
float dVertex(vec4 p, float r) {
float ca = -hdot(p, v0);
float sa = 0.5 * sqrt(-hdot(p - v0, p - v0) * hdot(p + v0, p + v0));
return knightyDD(ca * cvr - sa * svr,
sa * cvr - ca * svr, r);
}
// let pj = a * n + b * v0 be the projection of p onto the plane given by (v0, n).
// take Minkowski dot with p - pj by v0 and n:
// (p, n) = a + b * (v0, n)
// (p, v0) = a * (v0, n) - b
// then solve this 2x2 linear system.
float dSegment(vec4 p, vec4 n, float r) {
float pn = hdot(p, n);
float pv = hdot(p, v0);
float nv = hdot(n, v0);
float det = -1.0 - nv * nv;
float a = (-nv * pv - pn) / det;
float b = (pv - pn * nv) / det;
vec4 pj = hnormalize(min(a, 0.) * n + b * v0);
float ca = -hdot(p, pj);
float sa = 0.5 * sqrt(-hdot(p - pj, p - pj) * hdot(p + pj, p + pj));
return knightyDD(ca * csr - sa * ssr, sa * csr - ca * ssr, r);
}
float dFace(vec4 p, float r, vec4 n1, vec4 n2) {
mat3 m = mat3(-1, hdot(v0, n1), hdot(v0, n2),
hdot(v0, n1), 1, hdot(n1, n2),
hdot(v0, n2), hdot(n1, n2), 1);
vec3 b = vec3(hdot(p, v0), hdot(p, n1), hdot(p, n2));
vec3 c = b * inverse(m);
if (c.y > 0. || c.z > 0.)
return 1e5;
vec4 q = c.x * v0 + c.y * n1 + c.z * n2;
q = hnormalize(q);
float ca = -hdot(p, q);
float sa = 0.5 * sqrt(-hdot(p - q, p - q) * hdot(p + q, p + q));
float ct = cosh(faceThickness);
float st = sinh(faceThickness);
return knightyDD(ca * ct - sa * st, sa * ct - ca * st, r);
}
float dSegments(vec4 p, float r) {
float dA = dSegment(p, M[0], r);
float dB = dSegment(p, M[1], r);
float dC = dSegment(p, M[2], r);
float dD = dSegment(p, M[3], r);
return min(min(dA, dB), min(dC, dD));
}
float dFaces(vec4 p, float r) {
float df = 1e5;
if (enableFaceAB)
df = min(df, dFace(p, r, M[0], M[1]));
if (enableFaceAC)
df = min(df, dFace(p, r, M[0], M[2]));
if (enableFaceAD)
df = min(df, dFace(p, r, M[0], M[3]));
if (enableFaceBC)
df = min(df, dFace(p, r, M[1], M[2]));
if (enableFaceBD)
df = min(df, dFace(p, r, M[1], M[3]));
if (enableFaceCD)
df = min(df, dFace(p, r, M[2], M[3]));
return df;
}
float DE(vec3 p) {
// save the distanc from p to the plane z=0 for drawing floor pattern.
// due to floating error we cannot do this exactly, so move the plane up a bit
float h = p.z - 1e-3;
if (doUpperHalfSpace) {
p.z += 1.0;
p *= 2.0 / dot(p, p);
p.z -= 1.0;
}
float r = length(p);
vec4 q = vec4(2.*p, 1.+r*r) / (1.-r*r);
bool found = fold4d(q);
orbitTrap = q;
float dV = dVertex(q, r);
float dS = dSegments(q, r);
float dF = dFaces(q, r);
if (doUpperHalfSpace)
return min(dF, min(h, min(dV, dS)));
else
return max(r - CSphRad, min(dF, min(dV, dS)));
}
vec3 baseColor(vec3 pos, vec3 normal) {
vec3 p0 = pos; // save pos for later use
float h = pos.z - 1e-3;
if (doUpperHalfSpace) {
pos.z += 1.;
pos *= 2. / dot(pos, pos);
pos.z -= 1.;
}
float r = length(pos);
vec4 q = vec4(2.*pos, 1.+r*r) / (1.-r*r);
bool found = fold4d(q);
if (found) {
float dA = dSegment(q, M[0], r);
float dB = dSegment(q, M[1], r);
float dC = dSegment(q, M[2], r);
float dD = dSegment(q, M[3], r);
float dV = dVertex(q, r);
vec3 fcol;
float dF = 1e5, dAB = 1e5, dAC = 1e5, dAD = 1e5, dBC = 1e5, dBD = 1e5, dCD = 1e5;
if (enableFaceAB)
dAB = dFace(q, r, M[0], M[1]);
if (enableFaceAC)
dAC = dFace(q, r, M[0], M[2]);
if (enableFaceAD)
dAD = dFace(q, r, M[0], M[3]);
if (enableFaceBC)
dBC = dFace(q, r, M[1], M[2]);
if (enableFaceBD)
dBD = dFace(q, r, M[1], M[3]);
if (enableFaceCD)
dCD = dFace(q, r, M[2], M[3]);
dF = min(dAB, min(dAC, min(dAD, min(dBC, min(dBD, dCD)))));
if (dF == dAB) fcol = faceABCol;
if (dF == dAC) fcol = faceACCol;
if (dF == dAD) fcol = faceADCol;
if (dF == dBC) fcol = faceBCCol;
if (dF == dBD) fcol = faceBDCol;
if (dF == dCD) fcol = faceCDCol;
float d = min(dF, min(min(min(dA, dB), min(dC, dD)), dV));
if (doUpperHalfSpace)
d = min(d, h);
vec3 color = segAColor;
if (d == dB) color = segBColor;
if (d == dC) color = segCColor;
if (d == dD) color = segDColor;
if (d == dV) color = verticesColor;
if (d == dF) color = fcol;
if (doUpperHalfSpace && d == h) {
if (drawFloorPattern) {
int count = 0;
vec3 q = planeToSphere(p0.xy);
bool found =fold3d(q, count);
color = getFloorColor(found, count);
float edist = distABCD(q);
float aa = fwidth(edist) / 2.;
color = mix(color, floorLineColor, 1. - smoothstep(floorLineThickness-aa, floorLineThickness+aa, edist));
}
else
color = BackgroundColor;
}
return color;
}
return BackgroundColor;
}
#preset default
AutoFocus = false
FOV = 0.704165
Eye = -1.38175,-2.99686,1.44813
Target = -0.979806,-2.05167,-0.0587315
UpLock = false
Up = 0,0,1
AutoFocus = false
FocalPlane = 1
Aperture = 0
InFocusAWidth = 0.38623
DofCorrect = true
ApertureNbrSides = 5
ApertureRot = 0
ApStarShaped = false
Gamma = 2.2
ToneMapping = 4
Exposure = 1
Brightness = 1
Contrast = 1
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 2
Bloom = false
BloomIntensity = 0.25
BloomPow = 2
BloomTaps = 4
BloomStrong = 1
DepthToAlpha = false
Detail = -4.43037
RefineSteps = 3
FudgeFactor = 0.87179
MaxRaySteps = 500
MaxDistance = 100
Dither = 0.55852
NormalBackStep = 6.5875
DetailAO = -1.28513
coneApertureAO = 0.85
maxIterAO = 7
FudgeAO = 1
AO_ambient = 0.7
AO_camlight = 0
AO_pointlight = 0
AoCorrect = 0
Specular = 0.21538
SpecularExp = 248.51
CamLight = 0.878431,0.921569,0.956863,0
AmbiantLight = 1,1,1,0.59682
Reflection = 0.254902,0.254902,0.254902
ReflectionsNumber = 1
SpotGlow = true
SpotLight = 0.94902,0.882353,0.772549,10
LightPos = -1.7558,-2.2138,4.6564
LightSize = 0.03475
LightFallOff = 0.50202
LightGlowRad = 0
LightGlowExp = 1
HardShadow = 1
ShadowSoft = 7.3874
ShadowBlur = 0.2
perf = false
SSS = false
sss1 = 0.1
sss2 = 0.5
BaseColor = 0.67451,0.67451,0.67451
OrbitStrength = 0.55319
X = 0.0627451,0.0784314,0.0784314,0.69038
Y = 0.72549,0.85098,1,-0.6077
Z = 0.8,0.78,1,-0.50384
R = 0.4,0.7,1,0.46872
BackgroundColor = 0.172549,0.235294,0.294118
GradientBackground = 0.47295
CycleColors = false
Cycles = 0.65577
EnableFloor = false
FloorNormal = 1,0,1
FloorHeight = 2
FloorColor = 1,1,1
HF_Fallof = 2.93796
HF_Const = 0
HF_Intensity = 0.01449
HF_Dir = 0,0,1
HF_Offset = -0.293
HF_Color = 0.690196,0.85098,1,0.5022
HF_Scatter = 2.346
HF_Anisotropy = 0.168627,0.192157,0.137255
HF_FogIter = 3
HF_CastShadow = false
EnCloudsDir = false
Clouds_Dir = 0,0,1
CloudScale = 1
CloudFlatness = 0
CloudTops = 1
CloudBase = -1
CloudDensity = 1
CloudRoughness = 1
CloudContrast = 1
CloudColor = 0.65,0.68,0.7
CloudColor2 = 0.07,0.17,0.24
SunLightColor = 0.7,0.5,0.3
Cloudvar1 = 0.99
Cloudvar2 = 0.99
CloudIter = 5
CloudBgMix = 1
segAColor = 0.811765,0.733333,0.32549
segBColor = 0,0.486275,0.729412
segCColor = 0.647059,0.866667,0.843137
segDColor = 0.717647,0.415686,0.847059
faceABCol = 0.639216,0.639216,0.317647
faceACCol = 0,0,0
faceADCol = 0,0.152941,0.462745
faceBCCol = 0.333333,0.333333,1
faceBDCol = 0.490196,0.490196,0.243137
faceCDCol = 0.333333,0.333333,1
verticesColor = 0.909804,0.937255,0.976471
facesColor = 0,0,0
floorCheckerColor1 = 0.678431,0.0627451,0.0627451
floorCheckerColor2 = 0.666667,0.666667,1
floorLineColor = 0.32549,0.164706,0.666667
doUpperHalfSpace = true
drawFloorPattern = true
AB = 3
AC = 2
AD = 2
BC = 2
BD = 7
CD = 3
enableFaceAB = true
enableFaceAC = false Locked
enableFaceAD = false
enableFaceBC = false
enableFaceBD = false
enableFaceCD = true
activeMirrors = 0,1,1,0
vertexSize = 0.1
edgeSize = 0.05
faceThickness = 0.005
floorLineThickness = 0
Iterations = 131
CSphRad = 1
#endpreset
#preset 445-0011-upper-half-space-view
AutoFocus = false
FOV = 0.704165
Eye = 0.882441,-0.395419,0.20156
Target = -0.741749,-0.206161,0.310032
UpLock = false
Up = 0,0,1
AutoFocus = false
FocalPlane = 1
Aperture = 0
InFocusAWidth = 0.41
DofCorrect = true
ApertureNbrSides = 5
ApertureRot = 0.0324
ApStarShaped = false
Gamma = 2.2
ToneMapping = 4
Exposure = 1
Brightness = 1
Contrast = 1
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 2
Bloom = false
BloomIntensity = 0.25
BloomPow = 2
BloomTaps = 4
BloomStrong = 1
DepthToAlpha = false
Detail = -4.7124
RefineSteps = 16
FudgeFactor = 1
MaxRaySteps = 500
MaxDistance = 50
Dither = 0.55852
NormalBackStep = 10.075
DetailAO = -1.28513
coneApertureAO = 0.85
maxIterAO = 17
FudgeAO = 1
AO_ambient = 0.7
AO_camlight = 0
AO_pointlight = 0
AoCorrect = 0
Specular = 0.21538
SpecularExp = 147.825
CamLight = 0.878431,0.921569,0.956863,0
AmbiantLight = 1,1,1,0.59682
Reflection = 0.294118,0.294118,0.415686
ReflectionsNumber = 1
SpotGlow = true
SpotLight = 0.94902,0.882353,0.772549,10
LightPos = 0.3816,-2.2138,0.8396
LightSize = 0
LightFallOff = 0.4138
LightGlowRad = 0
LightGlowExp = 1
HardShadow = 1
ShadowSoft = 1.081
ShadowBlur = 0.075
perf = false
SSS = false
sss1 = 0.1
sss2 = 0.5
BaseColor = 0.67451,0.67451,0.67451
OrbitStrength = 0.55319
X = 0.0627451,0.0784314,0.0784314,0.69038
Y = 0.72549,0.85098,1,-0.6077
Z = 0.8,0.78,1,-0.50384
R = 0.4,0.7,1,0.46872
BackgroundColor = 0.172549,0.235294,0.294118
GradientBackground = 0
CycleColors = false
Cycles = 0.65577
EnableFloor = false
FloorNormal = 1,0,1
FloorHeight = 2
FloorColor = 1,1,1
HF_Fallof = 2.57579
HF_Const = 0.02138
HF_Intensity = 0.0467
HF_Dir = -0.03402,-0.06122,1
HF_Offset = -10
HF_Color = 0.6,0.8,1,0.10257
HF_Scatter = 1.1111
HF_Anisotropy = 0.168627,0.192157,0.137255
HF_FogIter = 3
HF_CastShadow = true
EnCloudsDir = false
Clouds_Dir = 0,0,1
CloudScale = 1
CloudFlatness = 0
CloudTops = 1
CloudBase = -1
CloudDensity = 1
CloudRoughness = 1
CloudContrast = 1
CloudColor = 0.65,0.68,0.7
CloudColor2 = 0.07,0.17,0.24
SunLightColor = 0.7,0.5,0.3
Cloudvar1 = 0.99
Cloudvar2 = 0.99
CloudIter = 5
CloudBgMix = 1
segAColor = 0.811765,0.733333,0.32549
segBColor = 0.0745098,0.737255,0.537255
segCColor = 0.137255,0.415686,0
segDColor = 0.717647,0.415686,0.847059
faceABCol = 0,0,0
faceACCol = 0,0,0
faceADCol = 0.435294,0.435294,0.215686
faceBCCol = 0,0,0
faceBDCol = 0.188235,0.376471,0.564706
faceCDCol = 0,0,0
verticesColor = 0.909804,0.937255,0.976471
facesColor = 0,0,0
floorCheckerColor1 = 0.67451,0.0392157,0.482353
floorCheckerColor2 = 0,0.211765,0.639216
floorLineColor = 0.560784,0.384314,0.0352941
doUpperHalfSpace = true
drawFloorPattern = true
AB = 4
AC = 2
AD = 2
BC = 2
BD = 4
CD = 5
enableFaceAB = false
enableFaceAC = false
enableFaceAD = false
enableFaceBC = false
enableFaceBD = true
enableFaceCD = false
activeMirrors = 0,0,1,1
vertexSize = 0.125
edgeSize = 0.07254
faceThickness = 0.028
floorLineThickness = 2.22972
Iterations = 353
CSphRad = 1
#endpreset
#preset 935-0011-upper-half-space-view
AutoFocus = false
FOV = 0.704165
Eye = -1.05571,-1.05571,0.36016
Target = 0.0658103,0.0658103,-0.263208
UpLock = false
Up = 0,0,1
AutoFocus = false
FocalPlane = 1
Aperture = 0
InFocusAWidth = 0.38623
DofCorrect = true
ApertureNbrSides = 5
ApertureRot = 0
ApStarShaped = false
Gamma = 2.2
ToneMapping = 4
Exposure = 1
Brightness = 1
Contrast = 1
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 2
Bloom = false
BloomIntensity = 0.25
BloomPow = 2
BloomTaps = 4
BloomStrong = 1
DepthToAlpha = false
Detail = -3.5
RefineSteps = 3
FudgeFactor = 0.5641
MaxRaySteps = 1038
MaxDistance = 10
Dither = 0.55852
NormalBackStep = 6.5875
DetailAO = -1.28513
coneApertureAO = 0.85
maxIterAO = 7
FudgeAO = 1
AO_ambient = 0.7
AO_camlight = 0
AO_pointlight = 0
AoCorrect = 0
Specular = 0.21538
SpecularExp = 248.51
CamLight = 0.878431,0.921569,0.956863,0
AmbiantLight = 1,1,1,0.59682
Reflection = 0.227451,0.227451,0.32549
ReflectionsNumber = 1
SpotGlow = true
SpotLight = 0.94902,0.882353,0.772549,6.9545
LightPos = -1.3944,0.1992,0.518
LightSize = 0.03475
LightFallOff = 0.50202
LightGlowRad = 0
LightGlowExp = 1
HardShadow = 1
ShadowSoft = 0
ShadowBlur = 0
perf = false
SSS = false
sss1 = 0.1
sss2 = 0.5
BaseColor = 0.67451,0.67451,0.67451
OrbitStrength = 0.55319
X = 0.0627451,0.0784314,0.0784314,0.69038
Y = 0.72549,0.85098,1,-0.6077
Z = 0.8,0.78,1,-0.50384
R = 0.4,0.7,1,0.46872
BackgroundColor = 0.172549,0.235294,0.294118
GradientBackground = 0
CycleColors = false
Cycles = 0.65577
EnableFloor = false
FloorNormal = 1,0,1
FloorHeight = 2
FloorColor = 1,1,1
HF_Fallof = 2.93796
HF_Const = 0
HF_Intensity = 0.01449
HF_Dir = 0,0,1
HF_Offset = -0.293
HF_Color = 0.690196,0.85098,1,0.5022
HF_Scatter = 2.346
HF_Anisotropy = 0.168627,0.192157,0.137255
HF_FogIter = 3
HF_CastShadow = false
EnCloudsDir = false
Clouds_Dir = 0,0,1
CloudScale = 1
CloudFlatness = 0
CloudTops = 1
CloudBase = -1
CloudDensity = 1
CloudRoughness = 1
CloudContrast = 1
CloudColor = 0.65,0.68,0.7
CloudColor2 = 0.07,0.17,0.24
SunLightColor = 0.7,0.5,0.3
Cloudvar1 = 0.99
Cloudvar2 = 0.99
CloudIter = 5
CloudBgMix = 1
segAColor = 0.811765,0.733333,0.32549
segBColor = 0.0745098,0.737255,0.537255
segCColor = 0.647059,0.866667,0.843137
segDColor = 0.717647,0.415686,0.847059
faceABCol = 0,0,0
faceACCol = 0,0,0
faceADCol = 0,0.152941,0.462745
faceBCCol = 0,0,0
faceBDCol = 0.490196,0.490196,0.243137
faceCDCol = 0,0,0
verticesColor = 0.909804,0.937255,0.976471
facesColor = 0,0,0
floorCheckerColor1 = 0.678431,0.0627451,0.0627451
floorCheckerColor2 = 0.572549,0.764706,0.211765
floorLineColor = 0.32549,0.164706,0.666667
doUpperHalfSpace = true
drawFloorPattern = true
AB = 9
AC = 2
AD = 2
BC = 2
BD = 3
CD = 5
enableFaceAB = false
enableFaceAC = false Locked
enableFaceAD = true
enableFaceBC = false
enableFaceBD = true
enableFaceCD = false
activeMirrors = 0,0,1,1
vertexSize = 0.224
edgeSize = 0.08527
faceThickness = 0.005
floorLineThickness = 1.10232
Iterations = 131
CSphRad = 1
#endpreset
#preset 424236-0011
AutoFocus = false
FOV = 0.704165
Eye = -1.05571,-1.05571,0.36016
Target = 0.0658103,0.0658103,-0.263208
UpLock = false
Up = 0,0,1
AutoFocus = false
FocalPlane = 1
Aperture = 0
InFocusAWidth = 0.38623
DofCorrect = true
ApertureNbrSides = 5
ApertureRot = 0
ApStarShaped = false
Gamma = 2.2
ToneMapping = 4
Exposure = 1
Brightness = 1
Contrast = 1
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 2
Bloom = false
BloomIntensity = 0.25
BloomPow = 2
BloomTaps = 4
BloomStrong = 1
DepthToAlpha = false
Detail = -3.5
RefineSteps = 3
FudgeFactor = 0.5641
MaxRaySteps = 1038
MaxDistance = 10
Dither = 0.55852
NormalBackStep = 6.5875
DetailAO = -1.28513
coneApertureAO = 0.85
maxIterAO = 7
FudgeAO = 1
AO_ambient = 0.7
AO_camlight = 0
AO_pointlight = 0
AoCorrect = 0
Specular = 0.21538
SpecularExp = 248.51
CamLight = 0.878431,0.921569,0.956863,0
AmbiantLight = 1,1,1,0.59682
Reflection = 0.227451,0.227451,0.32549
ReflectionsNumber = 1
SpotGlow = true
SpotLight = 0.94902,0.882353,0.772549,6.9545
LightPos = -1.3944,0.1992,0.518
LightSize = 0.03475
LightFallOff = 0.50202
LightGlowRad = 0
LightGlowExp = 1
HardShadow = 1
ShadowSoft = 0
ShadowBlur = 0
perf = false
SSS = false
sss1 = 0.1
sss2 = 0.5
BaseColor = 0.67451,0.67451,0.67451
OrbitStrength = 0.55319
X = 0.0627451,0.0784314,0.0784314,0.69038
Y = 0.72549,0.85098,1,-0.6077
Z = 0.8,0.78,1,-0.50384
R = 0.4,0.7,1,0.46872
BackgroundColor = 0.172549,0.235294,0.294118
GradientBackground = 0
CycleColors = false
Cycles = 0.65577
EnableFloor = false
FloorNormal = 1,0,1
FloorHeight = 2
FloorColor = 1,1,1
HF_Fallof = 2.93796
HF_Const = 0
HF_Intensity = 0.01449
HF_Dir = 0,0,1
HF_Offset = -0.293
HF_Color = 0.690196,0.85098,1,0.5022
HF_Scatter = 2.346
HF_Anisotropy = 0.168627,0.192157,0.137255
HF_FogIter = 3
HF_CastShadow = false
EnCloudsDir = false
Clouds_Dir = 0,0,1
CloudScale = 1
CloudFlatness = 0
CloudTops = 1
CloudBase = -1
CloudDensity = 1
CloudRoughness = 1
CloudContrast = 1
CloudColor = 0.65,0.68,0.7
CloudColor2 = 0.07,0.17,0.24
SunLightColor = 0.7,0.5,0.3
Cloudvar1 = 0.99
Cloudvar2 = 0.99
CloudIter = 5
CloudBgMix = 1
segAColor = 0.811765,0.733333,0.32549
segBColor = 0.0745098,0.737255,0.537255
segCColor = 0.647059,0.866667,0.843137
segDColor = 0.717647,0.415686,0.847059
faceABCol = 0,0,0
faceACCol = 0,0,0
faceADCol = 0,0.152941,0.462745
faceBCCol = 0,0,0
faceBDCol = 0.490196,0.490196,0.243137
faceCDCol = 0,0,0
verticesColor = 0.909804,0.937255,0.976471
facesColor = 0,0,0
floorCheckerColor1 = 0.678431,0.0627451,0.0627451
floorCheckerColor2 = 0.572549,0.764706,0.211765
floorLineColor = 0.32549,0.164706,0.666667
doUpperHalfSpace = true
drawFloorPattern = true
AB = 4
AC = 2
AD = 4
BC = 2
BD = 3
CD = 6
enableFaceAB = false
enableFaceAC = false
enableFaceAD = true
enableFaceBC = false
enableFaceBD = true
enableFaceCD = false
activeMirrors = 0,0,1,1
vertexSize = 0.224
edgeSize = 0.08527
faceThickness = 0.005
floorLineThickness = 0.008
Iterations = 131
CSphRad = 1
#endpreset
#preset 444-0011
FOV = 0.704165
Eye = 1.15662304,-0.628721158,0.181702709
Target = 0.165521955,-0.513233555,0.247893683
Up = 0,0,1
EquiRectangular = false
FocalPlane = 1
Aperture = 0
InFocusAWidth = 0.41
DofCorrect = true
ApertureNbrSides = 5
ApertureRot = 0.0324
ApStarShaped = false
Gamma = 2.2
ToneMapping = 4
Exposure = 1
Brightness = 1
Contrast = 1
Saturation = 1
GaussianWeight = 1
AntiAliasScale = 2
Bloom = false Locked
BloomIntensity = 0.25
BloomPow = 2
BloomTaps = 4
BloomStrong = 1
LensFlare = false
FlareIntensity = 0.25