<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!DOCTYPE RENDER_MONKEY [
   <!ELEMENT RENDER_MONKEY
   (
      RmEffectWorkspace |
      RmRegistryBranch |
      RmClipboardNode
   )?>

   <!ELEMENT RmEffectWorkspace 
   (
      RmRegistryBranch?,
      RmPlugInData?,
      RmStringVariable*,
      (
         ( RmDirectXEffect, RmOpenGLEffect?, RmOpenGLESEffect? ) |
         ( RmOpenGLEffect, RmDirectXEffect?, RmOpenGLESEffect? ) |
         ( RmOpenGLESEffect, RmDirectXEffect?, RmOpenGLEffect? )
      )?,
      (
         RmBooleanVariable |
         RmIntegerVariable |
         RmFloatVariable |
         RmVectorVariable |
         RmMatrixVariable |
         RmDynamicVariable |
         RmColorVariable |
         Rm2DTextureVariable |
         RmCubemapVariable |
         Rm3DTextureVariable |
         RmLightVariable |
         RmMaterialVariable |
         RmRenderableTexture |
         RmStreamMap |
         RmModelData |
         RmEffectGroup
      )*
   )>

   <!ELEMENT RmEffectGroup
   ( 
      RmPlugInData?,
      (
         RmStringVariable |
         RmDirectXEffect |
         RmOpenGLEffect |
         RmOpenGLESEffect |
         RmBooleanVariable |
         RmIntegerVariable |
         RmFloatVariable |
         RmVectorVariable |
         RmMatrixVariable |
         RmDynamicVariable |
         RmColorVariable |
         Rm2DTextureVariable |
         RmCubemapVariable |
         Rm3DTextureVariable |
         RmLightVariable |
         RmMaterialVariable |
         RmRenderableTexture |
         RmStreamMap |
         RmModelData
      )*
   )>

   <!ELEMENT RmDirectXEffect
   ( 
      RmPlugInData?,
      (
         RmStringVariable |
         RmCamera |
         RmBooleanVariable |
         RmIntegerVariable |
         RmFloatVariable |
         RmVectorVariable |
         RmMatrixVariable |
         RmDynamicVariable |
         RmColorVariable |
         Rm2DTextureVariable |
         RmCubemapVariable |
         Rm3DTextureVariable |
         RmLightVariable |
         RmMaterialVariable |
         RmRenderableTexture |
         RmStreamMap |
         RmModelData |
         RmPass
      )*
   )>

   <!ELEMENT RmOpenGLEffect
   (
      RmPlugInData?,
      (
         RmStringVariable |
         RmCamera |
         RmBooleanVariable |
         RmIntegerVariable |
         RmFloatVariable |
         RmVectorVariable |
         RmMatrixVariable |
         RmDynamicVariable |
         RmColorVariable |
         Rm2DTextureVariable |
         RmCubemapVariable |
         Rm3DTextureVariable |
         RmLightVariable |
         RmMaterialVariable |
         RmRenderableTexture |
         RmStreamMap |
         RmModelData |
         RmGLPass
      )*
   )>
   
   <!ELEMENT RmOpenGLESEffect
   (
      RmPlugInData?,
      (
         RmStringVariable |
         RmCamera |
         RmBooleanVariable |
         RmIntegerVariable |
         RmFloatVariable |
         RmVectorVariable |
         RmMatrixVariable |
         RmDynamicVariable |
         RmColorVariable |
         Rm2DTextureVariable |
         RmCubemapVariable |
         Rm3DTextureVariable |
         RmLightVariable |
         RmMaterialVariable |
         RmRenderableTexture |
         RmStreamMap |
         RmModelData |
         RmGLESPass
      )*
   )>

   <!ELEMENT RmPass
   ( 
      RmPlugInData?,
      RmStringVariable*,
      RmCameraReference?,
      RmModelReference?,
      RmRenderStateBlock?,
      (
         (
         ( RmHLSLShader | RmShader ),
         ( RmShader | RmHLSLShader )?
         )
      )?,
      RmRenderTarget*,
      RmTessellationNode?,
      RmStreamMapReference?,
      (
         RmBooleanVariable |
         RmIntegerVariable |
         RmFloatVariable |
         RmVectorVariable |
         RmMatrixVariable |
         RmDynamicVariable |
         RmColorVariable |
         Rm2DTextureVariable |
         RmCubemapVariable |
         Rm3DTextureVariable |
         RmLightVariable |
         RmMaterialVariable |
         RmTextureObject |
         RmLightObject |
         RmMaterialObject
         )*
      )>
                                                                     
   <!ELEMENT RmGLPass
   ( 
      RmPlugInData?,
      RmStringVariable*,
      RmCameraReference?,
      RmModelReference?,
      RmRenderStateBlock?,
      (
         ( RmGLShader, RmGLShader? ) 
      )?,
      RmRenderTarget?,
      RmStreamMapReference?,
      (
         RmBooleanVariable |
         RmIntegerVariable |
         RmFloatVariable |
         RmVectorVariable |
         RmMatrixVariable |
         RmDynamicVariable |
         RmColorVariable |
         Rm2DTextureVariable |
         RmCubemapVariable |
         Rm3DTextureVariable |
         RmLightVariable |
         RmMaterialVariable |
         RmTextureObject |
         RmLightObject |
         RmMaterialObject |
         RmShaderConstant |
         RmSampler
         )*
      )>

   <!ELEMENT RmGLESPass
   ( 
      RmPlugInData?,
      RmStringVariable*,
      RmCameraReference?,
      RmModelReference?,
      RmRenderStateBlock?,
      (
         ( RmGLESShader, RmGLESShader? ) 
      )?,
      RmRenderTarget?,
      RmStreamMapReference?,
      (
         RmBooleanVariable |
         RmIntegerVariable |
         RmFloatVariable |
         RmVectorVariable |
         RmMatrixVariable |
         RmDynamicVariable |
         RmColorVariable |
         Rm2DTextureVariable |
         RmCubemapVariable |
         Rm3DTextureVariable |
         RmLightVariable |
         RmMaterialVariable |
         RmTextureObject |
         RmLightObject |
         RmMaterialObject |
         RmShaderConstant |
         RmSampler
         )*
      )>      
      
   <!ELEMENT RmShader
   ( 
      RmShaderCode,
      RmPlugInData?,
      (
      RmStringVariable |
      RmShaderConstant
      )*
   )>

   <!ELEMENT RmHLSLShader
   ( 
      RmShaderCode,
      RmPlugInData?,
      (
      RmStringVariable |
      RmShaderConstant |
      RmSampler
      )*
   )>

   <!ELEMENT RmGLShader
   ( 
      RmShaderCode,
      RmPlugInData?,
      (
      RmStringVariable
      )*
   )>

   <!ELEMENT RmGLESShader
   ( 
      RmShaderCode,
      RmPlugInData?,
      (
      RmStringVariable
      )*
   )>
   
   <!ELEMENT RmTextureObject
   (
      RmPlugInData?,
      RmStringVariable*,
      RmTextureReference?,
      RmState*
   )>

   <!ELEMENT RmLightObject
   (
      RmPlugInData?,
      RmStringVariable*,
      RmLightReference?
   )>
   
   <!ELEMENT RmMaterialObject
   (
      RmPlugInData?,
      RmStringVariable*,
      RmMaterialReference?
   )>
   
   <!ELEMENT RmRenderStateBlock
   (
      RmPlugInData?,
      (
         RmStringVariable |
         RmState 
      )*
   )>

   <!ELEMENT RmTessellationNode
   (
      RmPlugInData?,
      RmStringVariable*
   )>
   
   <!ELEMENT RmStreamMap
   (
      RmPlugInData?,
      (
         RmStringVariable |
         RmStream 
      )*
   )>

   <!ELEMENT RmStream               ( RmPlugInData?, RmStreamChannel* )>

   <!ELEMENT RmModelData            ( RmPlugInData?, RmStringVariable* )>  
   <!ELEMENT RmTextureReference     ( RmPlugInData?, RmStringVariable* )>
   <!ELEMENT RmLightReference       ( RmPlugInData?, RmStringVariable* )>
   <!ELEMENT RmMaterialReference    ( RmPlugInData?, RmStringVariable* )>
   <!ELEMENT RmCameraReference      ( RmPlugInData?, RmStringVariable* )>
   <!ELEMENT RmModelReference       ( RmPlugInData?, RmStringVariable* )>
   <!ELEMENT RmStreamMapReference   ( RmPlugInData?, RmStringVariable* )>   
   <!ELEMENT RmRenderableTexture    ( RmPlugInData?, RmStringVariable* )>   
   <!ELEMENT RmRenderTarget         ( RmPlugInData?, RmStringVariable* )>   
   <!ELEMENT RmBooleanVariable      ( RmPlugInData?, RmStringVariable? )>
   <!ELEMENT RmFloatVariable        ( RmPlugInData?, RmStringVariable? )>
   <!ELEMENT RmVectorVariable       ( RmPlugInData?, RmStringVariable? )>
   <!ELEMENT RmMatrixVariable       ( RmPlugInData?, RmStringVariable? )>   
   <!ELEMENT RmColorVariable        ( RmPlugInData?, RmStringVariable? )>
   <!ELEMENT RmIntegerVariable      ( RmPlugInData?, RmStringVariable? )>
   <!ELEMENT Rm2DTextureVariable    ( RmPlugInData?, RmStringVariable? )>
   <!ELEMENT RmCubemapVariable      ( RmPlugInData?, RmStringVariable? )>
   <!ELEMENT Rm3DTextureVariable    ( RmPlugInData?, RmStringVariable? )>
   <!ELEMENT RmLightVariable        ( RmPlugInData?, RmStringVariable? )>
   <!ELEMENT RmMaterialVariable     ( RmPlugInData?, RmStringVariable? )>
   <!ELEMENT RmCamera               ( RmPlugInData?, RmStringVariable* )>

   <!ELEMENT RmStringVariable       ( RmTextDataBlock, RmPlugInData? )>
   
   <!ELEMENT RmDynamicVariable
   (
      RmDynamicVariableValueContainer,
      RmPlugInData?,
      RmStringVariable?
   )>
   
   <!ELEMENT RmDynamicVariableValueContainer
   (
      RmPlugInData?,
      RmDynamicVariableValue*
   )>
   
   <!ELEMENT RmTextDataBlock        ( #PCDATA ) >
   
   <!ELEMENT RmRegistryBranch
   ( 
      RmTextDataBlock?,
      (
         RmRegistryBranch |
         RmStringVariable |
         RmIntegerVariable |
         RmBooleanVariable |
         RmFloatVariable
      )*      
   )>

   <!ELEMENT RmPlugInData
   ( 
      RmTextDataBlock?,
      (
         RmStringVariable |
         RmIntegerVariable |
         RmBooleanVariable |
         RmFloatVariable |
         RmVectorVariable
      )*      
   )>
   
   <!ELEMENT RmClipboardNode
   (
      RmTextDataBlock?,
      (
         RmEffectWorkspace |
         RmEffectGroup |
         RmDirectXEffect |
         RmOpenGLEffect |
         RmOpenGLESEffect |
         RmPass |
         RmGLPass |
         RmGLESPass |
         RmShader |
         RmHLSLShader |
         RmGLShader |
         RmGLESShader |
         RmShaderConstant |
         RmSampler |
         RmTextureObject |
         RmLightObject |
         RmMaterialObject |
         RmRenderStateBlock |
         RmState |
         RmStreamMap |
         RmStream |
         RmStreamChannel |
         RmModelData |
         RmTextureReference |
         RmLightReference |
         RmMaterialReference |
         RmModelReference |
         RmStreamMapReference |
         RmRenderableTexture |
         RmRenderTarget |
         RmBooleanVariable |
         RmFloatVariable |
         RmVectorVariable |
         RmMatrixVariable |
         RmDynamicVariable |
         RmDynamicVariableValue |
         RmColorVariable |
         RmIntegerVariable |
         RmStringVariable |
         Rm2DTextureVariable |
         RmCubemapVariable |
         Rm3DTextureVariable |
         RmLightVariable |
         RmMaterialVariable |
         RmRegistryBranch |
         RmPlugInData |
         RmCamera |
         RmCameraReference
      )*      
   )>
   
   <!ELEMENT RmStreamChannel        ( RmPlugInData? ) >
   <!ELEMENT RmShaderConstant       ( RmPlugInData? ) >
   <!ELEMENT RmSampler              ( RmPlugInData? ) >
   <!ELEMENT RmState                ( RmPlugInData? ) >
   <!ELEMENT RmDynamicVariableValue ( RmPlugInData? ) >
   
   <!ELEMENT RmShaderCode           ( #PCDATA ) >

   <!ATTLIST RmEffectWorkspace 
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      ACTIVE_EFFECT                 CDATA #REQUIRED
      VALIDATION_STRING             CDATA #REQUIRED
      XML_VERSION                   CDATA #REQUIRED
   >                                 

   <!ATTLIST RmEffectGroup           
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
   >                                 

   <!ATTLIST RmDirectXEffect                
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      ACTIVE_CAMERA                 CDATA #REQUIRED
   >                                 

   <!ATTLIST RmOpenGLEffect                
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      ACTIVE_CAMERA                 CDATA #REQUIRED
   >                                 
   
   <!ATTLIST RmOpenGLESEffect                
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      ACTIVE_CAMERA                 CDATA #REQUIRED
   >                                 

   <!ATTLIST RmPass                  
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      PASS_INDEX                    CDATA #REQUIRED
      ENABLED                       ( TRUE | FALSE ) #REQUIRED
   >                                 

   <!ATTLIST RmGLPass                  
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      PASS_INDEX                    CDATA #REQUIRED
      ENABLED                       ( TRUE | FALSE ) #REQUIRED
   >                                 
   
   <!ATTLIST RmGLESPass                  
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      PASS_INDEX                    CDATA #REQUIRED
      ENABLED                       ( TRUE | FALSE ) #REQUIRED
   >                                 
   
   <!ATTLIST RmShader        
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      PIXEL_SHADER                  CDATA #REQUIRED
   >                                 

   <!ATTLIST RmHLSLShader        
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      PIXEL_SHADER                  ( TRUE | FALSE ) #REQUIRED
      TARGET                        CDATA #REQUIRED
      ENTRY_POINT                   CDATA #REQUIRED
      COMPILER_FLAGS                CDATA #REQUIRED
   >  

   <!ATTLIST RmGLShader        
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      PIXEL_SHADER                  ( TRUE | FALSE ) #REQUIRED
   >  
   
   <!ATTLIST RmGLESShader        
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      PIXEL_SHADER                  ( TRUE | FALSE ) #REQUIRED
   >  

   <!ATTLIST RmShaderConstant
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      REGISTER                      CDATA #REQUIRED
   >                                 

   <!ATTLIST RmSampler               
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      REGISTER                      CDATA #REQUIRED
   >

   <!ATTLIST RmTextureObject
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      STATE_INDEX                   CDATA #REQUIRED
      VERTEX_TEXTURE                ( TRUE | FALSE ) #REQUIRED
   >

   <!ATTLIST RmLightObject
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      INDEX                         CDATA #REQUIRED
   >
   
   <!ATTLIST RmMaterialObject
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      INDEX                         CDATA #REQUIRED
   >
   
   <!ATTLIST RmRenderStateBlock
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
   >                                 

   <!ATTLIST RmState                 
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      STATE                         CDATA #REQUIRED
      VALUE                         CDATA #REQUIRED
      USAGE                         CDATA #REQUIRED
   >                               

   <!ATTLIST RmStreamMap           
     NAME                           CDATA #REQUIRED
     API                            CDATA #REQUIRED
   >                               

   <!ATTLIST RmStream              
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      STRIDE                        CDATA #REQUIRED
   >

   <!ATTLIST RmStreamChannel
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      DATA_SIZE                     CDATA #REQUIRED
      DATA_TYPE                     CDATA #REQUIRED
      REGISTER                      CDATA #REQUIRED
      USAGE                         CDATA #REQUIRED
      USAGE_INDEX                   CDATA #REQUIRED
      ATTRIBUTE_NAME                CDATA #REQUIRED
   >

   <!ATTLIST RmModelData
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      FILE_NAME                     CDATA #REQUIRED
      ORIENTATION                   CDATA #REQUIRED
   >

   <!ATTLIST RmTextureReference
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
   >

   <!ATTLIST RmLightReference
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
   >
   
   <!ATTLIST RmMaterialReference
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
   >
   
   <!ATTLIST RmModelReference
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
   >

   <!ATTLIST RmStreamMapReference
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
   >

   <!ATTLIST RmRenderableTexture
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      ARTIST_EDITABLE               ( TRUE | FALSE ) #REQUIRED
      VARIABLE_SEMANTIC             CDATA #REQUIRED
      FILE_NAME                     CDATA #REQUIRED
      ORIGIN                        CDATA #REQUIRED
      WIDTH                         CDATA #REQUIRED
      HEIGHT                        CDATA #REQUIRED
      FORMAT                        CDATA #REQUIRED
      USE_VIEWPORT_DIMENSIONS       ( TRUE | FALSE ) #REQUIRED
      GENERATE_MIPMAPS              ( TRUE | FALSE ) #REQUIRED
      WIDTH_RATIO                   CDATA #REQUIRED
      HEIGHT_RATIO                  CDATA #REQUIRED
   >

   <!ATTLIST RmRenderTarget
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      INDEX                         CDATA #REQUIRED
      RENDER_TO_SCREEN              ( TRUE | FALSE ) #REQUIRED
      COLOR_CLEAR                   ( TRUE | FALSE ) #REQUIRED
      DEPTH_CLEAR                   ( TRUE | FALSE ) #REQUIRED
      CLEAR_COLOR_VALUE             CDATA #REQUIRED
      DEPTH_CLEAR_VALUE             CDATA #REQUIRED
   >
   
   <!ATTLIST RmBooleanVariable
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      ARTIST_EDITABLE               ( TRUE | FALSE ) #REQUIRED
      VARIABLE_SEMANTIC             CDATA #REQUIRED
      VALUE                         CDATA #REQUIRED
   >

   <!ATTLIST RmFloatVariable
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      ARTIST_EDITABLE               ( TRUE | FALSE ) #REQUIRED
      VARIABLE_SEMANTIC             CDATA #REQUIRED
      VALUE                         CDATA #REQUIRED
      MIN                           CDATA #REQUIRED
      MAX                           CDATA #REQUIRED
      CLAMP                         ( TRUE | FALSE ) #REQUIRED
   >

   <!ATTLIST RmVectorVariable
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      ARTIST_EDITABLE               ( TRUE | FALSE ) #REQUIRED
      VARIABLE_SEMANTIC             CDATA #REQUIRED
      VALUE_0                       CDATA #REQUIRED
      VALUE_1                       CDATA #REQUIRED
      VALUE_2                       CDATA #REQUIRED
      VALUE_3                       CDATA #REQUIRED
      MIN                           CDATA #REQUIRED
      MAX                           CDATA #REQUIRED
      CLAMP                         ( TRUE | FALSE ) #REQUIRED
      NORMALIZE                     ( TRUE | FALSE ) #REQUIRED
   >

   <!ATTLIST RmMatrixVariable
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      ARTIST_EDITABLE               ( TRUE | FALSE ) #REQUIRED
      VARIABLE_SEMANTIC             CDATA #REQUIRED
      VALUE_0                       CDATA #REQUIRED
      VALUE_1                       CDATA #REQUIRED
      VALUE_2                       CDATA #REQUIRED
      VALUE_3                       CDATA #REQUIRED
      VALUE_4                       CDATA #REQUIRED
      VALUE_5                       CDATA #REQUIRED
      VALUE_6                       CDATA #REQUIRED
      VALUE_7                       CDATA #REQUIRED
      VALUE_8                       CDATA #REQUIRED
      VALUE_9                       CDATA #REQUIRED
      VALUE_10                      CDATA #REQUIRED
      VALUE_11                      CDATA #REQUIRED
      VALUE_12                      CDATA #REQUIRED
      VALUE_13                      CDATA #REQUIRED
      VALUE_14                      CDATA #REQUIRED
      VALUE_15                      CDATA #REQUIRED
   >

   <!ATTLIST RmDynamicVariable
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      ARTIST_EDITABLE               ( TRUE | FALSE ) #REQUIRED
      VARIABLE_SEMANTIC             CDATA #REQUIRED
      VARIABLE_TYPE                 ( FLOAT | INTEGER | BOOLEAN ) #REQUIRED
      ROWS                          CDATA #REQUIRED
      COLUMNS                       CDATA #REQUIRED
      FIXED_SIZE                    ( TRUE | FALSE ) #REQUIRED
      MIN                           CDATA #REQUIRED
      MAX                           CDATA #REQUIRED
      CLAMP                         ( TRUE | FALSE ) #REQUIRED
      NORMALIZE                     ( TRUE | FALSE ) #REQUIRED
   >
   
   <!ATTLIST RmDynamicVariableValue
      ROW_INDEX                     CDATA #REQUIRED
      COLUMN_INDEX                  CDATA #REQUIRED
      VALUE                         CDATA #REQUIRED
   >
   
   <!ATTLIST RmColorVariable
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      ARTIST_EDITABLE               ( TRUE | FALSE ) #REQUIRED
      VARIABLE_SEMANTIC             CDATA #REQUIRED
      VALUE_0                       CDATA #REQUIRED
      VALUE_1                       CDATA #REQUIRED
      VALUE_2                       CDATA #REQUIRED
      VALUE_3                       CDATA #REQUIRED
   >

   <!ATTLIST RmIntegerVariable
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      ARTIST_EDITABLE               ( TRUE | FALSE ) #REQUIRED
      VARIABLE_SEMANTIC             CDATA #REQUIRED
      VALUE                         CDATA #REQUIRED
      MIN                           CDATA #REQUIRED
      MAX                           CDATA #REQUIRED
      CLAMP                         ( TRUE | FALSE ) #REQUIRED
   >
   
   <!ATTLIST RmStringVariable
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      ARTIST_EDITABLE               ( TRUE | FALSE ) #REQUIRED
      VARIABLE_SEMANTIC             CDATA #REQUIRED
   >

   <!ATTLIST Rm2DTextureVariable
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      ARTIST_EDITABLE               ( TRUE | FALSE ) #REQUIRED
      VARIABLE_SEMANTIC             CDATA #REQUIRED
      FILE_NAME                     CDATA #REQUIRED
      ORIGIN                        CDATA #REQUIRED
   >

   <!ATTLIST RmCubemapVariable
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      ARTIST_EDITABLE               ( TRUE | FALSE ) #REQUIRED
      VARIABLE_SEMANTIC             CDATA #REQUIRED
      FILE_NAME                     CDATA #REQUIRED
      ORIGIN                        CDATA #REQUIRED
   >

   <!ATTLIST Rm3DTextureVariable
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      ARTIST_EDITABLE               ( TRUE | FALSE ) #REQUIRED
      VARIABLE_SEMANTIC             CDATA #REQUIRED
      FILE_NAME                     CDATA #REQUIRED
      ORIGIN                        CDATA #REQUIRED
   >

   <!ATTLIST RmLightVariable
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      ARTIST_EDITABLE               ( TRUE | FALSE ) #REQUIRED
      VARIABLE_SEMANTIC             CDATA #REQUIRED
      LIGHT_ENABLED                 ( TRUE | FALSE ) #REQUIRED
      LIGHT_TYPE                    ( POSITIONAL | DIRECTIONAL | SPOTLIGHT ) #REQUIRED
      AMBIENT_0                     CDATA #REQUIRED
      AMBIENT_1                     CDATA #REQUIRED
      AMBIENT_2                     CDATA #REQUIRED
      AMBIENT_3                     CDATA #REQUIRED
      DIFFUSE_0                     CDATA #REQUIRED
      DIFFUSE_1                     CDATA #REQUIRED
      DIFFUSE_2                     CDATA #REQUIRED
      DIFFUSE_3                     CDATA #REQUIRED
      SPECULAR_0                    CDATA #REQUIRED
      SPECULAR_1                    CDATA #REQUIRED
      SPECULAR_2                    CDATA #REQUIRED
      SPECULAR_3                    CDATA #REQUIRED
      POSITION_0                    CDATA #REQUIRED
      POSITION_1                    CDATA #REQUIRED
      POSITION_2                    CDATA #REQUIRED
      DIRECTION_0                   CDATA #REQUIRED
      DIRECTION_1                   CDATA #REQUIRED
      DIRECTION_2                   CDATA #REQUIRED
      ATTENUATION_0                 CDATA #REQUIRED
      ATTENUATION_1                 CDATA #REQUIRED
      ATTENUATION_2                 CDATA #REQUIRED
      SPOTLIGHT_THETA               CDATA #REQUIRED
      SPOTLIGHT_PHI                 CDATA #REQUIRED
      RANGE                         CDATA #REQUIRED
      FALLOFF                       CDATA #REQUIRED
   >
   
   <!ATTLIST RmMaterialVariable
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      ARTIST_EDITABLE               ( TRUE | FALSE ) #REQUIRED
      VARIABLE_SEMANTIC             CDATA #REQUIRED
      AMBIENT_0                     CDATA #REQUIRED
      AMBIENT_1                     CDATA #REQUIRED
      AMBIENT_2                     CDATA #REQUIRED
      AMBIENT_3                     CDATA #REQUIRED
      DIFFUSE_0                     CDATA #REQUIRED
      DIFFUSE_1                     CDATA #REQUIRED
      DIFFUSE_2                     CDATA #REQUIRED
      DIFFUSE_3                     CDATA #REQUIRED
      SPECULAR_0                    CDATA #REQUIRED
      SPECULAR_1                    CDATA #REQUIRED
      SPECULAR_2                    CDATA #REQUIRED
      SPECULAR_3                    CDATA #REQUIRED
      EMISSIVE_0                    CDATA #REQUIRED
      EMISSIVE_1                    CDATA #REQUIRED
      EMISSIVE_2                    CDATA #REQUIRED
      EMISSIVE_3                    CDATA #REQUIRED
      SPECULAR_POWER                CDATA #REQUIRED
   >
      
   <!ATTLIST RmRegistryBranch
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      XML_VERSION                   CDATA #REQUIRED
   >
   
   <!ATTLIST RmPlugInData
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      PLUGIN_GUID                   CDATA #REQUIRED
   >

   <!ATTLIST RmClipboardNode
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      XML_VERSION                   CDATA #REQUIRED
   >
   
   <!ATTLIST RmCamera                
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      CAMERA_POSITION_X             CDATA #REQUIRED
      CAMERA_POSITION_Y             CDATA #REQUIRED
      CAMERA_POSITION_Z             CDATA #REQUIRED
      LOOK_AT_VECTOR_X              CDATA #REQUIRED
      LOOK_AT_VECTOR_Y              CDATA #REQUIRED
      LOOK_AT_VECTOR_Z              CDATA #REQUIRED
      UP_VECTOR_X                   CDATA #REQUIRED
      UP_VECTOR_Y                   CDATA #REQUIRED
      UP_VECTOR_Z                   CDATA #REQUIRED
      FOV                           CDATA #REQUIRED
      NEAR_CLIP_PLANE               CDATA #REQUIRED
      FAR_CLIP_PLANE                CDATA #REQUIRED
   >                                 

   <!ATTLIST RmCameraReference                
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      USE_ACTIVE_CAMERA             ( TRUE | FALSE ) #REQUIRED
   >                               
   
   <!ATTLIST RmShaderCode                
      TYPE                          ( TEXT ) #REQUIRED
   >                               
   
   <!ATTLIST RmTextDataBlock                
      TYPE                          ( TEXT ) #REQUIRED
   >                               
   
   <!ATTLIST RmTessellationNode
      NAME                          CDATA #REQUIRED
      API                           CDATA #REQUIRED
      MIN_TESSELLATION_LEVEL        CDATA #REQUIRED
      MAX_TESSELLATION_LEVEL        CDATA #REQUIRED
   >
]>
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 <RmEffectWorkspace NAME="Effect Workspace" API="" ACTIVE_EFFECT="Effect Workspace.Effect Group 1.wgsLighting" VALIDATION_STRING="" XML_VERSION="RenderMonkey 1.71">
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float4x4 view_proj_matrix;
float4 Light1_Position;
float4 view_position;
        

struct VS_INPUT 
{
   float4 Position : POSITION0;
   
};

struct VS_OUTPUT 
{
   float4 Position : POSITION0;

   
};

VS_OUTPUT vs_main( VS_INPUT Input )
{
   VS_OUTPUT Output;

   Output.Position = mul(view_proj_matrix,(Input.Position+Light1_Position));
   
   return( Output);
   
}



]]></RmShaderCode>
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float4 Light1_Color;
float4 ps_main() : COLOR0
{   
   return(  Light1_Color  );
   
}



]]></RmShaderCode>
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float4x4 view_proj_matrix;
float4 Light_Ambient;

struct VS_OUTPUT 
{
   float4 Pos:      POSITION;
   float2 TexCoord: TEXCOORD0;
   float4 Color:    COLOR0;
};

VS_OUTPUT vs_main( 
    float4 inPos:    POSITION,
    float3 inNormal: NORMAL,
    float2 inTxr:    TEXCOORD0)
{
   VS_OUTPUT Out;

    // Compute the position and send out the texture coordinates
    Out.Pos = mul(view_proj_matrix, inPos);
    Out.TexCoord = inTxr;

    // Output Ambient Color
    Out.Color = Light_Ambient;

   return Out;
}






]]></RmShaderCode>
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      <RmShaderConstant NAME="view_proj_matrix" API="" REGISTER="0"/>
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float4 ps_main(
    float4 inColor: COLOR0
    ) : COLOR
{
    // Simply rout the vertex color to the output
    return inColor;
}
]]></RmShaderCode></RmHLSLShader>
     <RmStreamMapReference NAME="Stream Mapping" API=""/>
    </RmPass>
    <RmPass NAME="Pass rflx" API="D3D" PASS_INDEX="4" ENABLED="FALSE">
     <RmModelReference NAME="model" API=""/>
     <RmRenderStateBlock NAME="Render State" API="D3D">
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      <RmState NAME="D3DRS_CULLMODE" API="D3D" STATE="22" VALUE="3" USAGE="RENDER_STATE"/>
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     <RmHLSLShader NAME="Pixel Shader" API="D3D" PIXEL_SHADER="TRUE" TARGET="ps_2_0" ENTRY_POINT="ps_main" COMPILER_FLAGS="0"><RmShaderCode TYPE="TEXT"><![CDATA[
float4 ps_main(
    float4 inColor: COLOR0
    ) : COLOR
{
    // Simply rout the vertex color to the output
    return inColor;
}
]]></RmShaderCode></RmHLSLShader>
     <RmHLSLShader NAME="Vertex Shader" API="D3D" PIXEL_SHADER="FALSE" TARGET="vs_1_1" ENTRY_POINT="vs_main" COMPILER_FLAGS="32"><RmShaderCode TYPE="TEXT"><![CDATA[
float4x4 view_proj_matrix;
float4 Light_Ambient;
float4 Light1_Position;
float4 Light1_Attenuation;
float4 Light1_Color;
float4 view_position;
float4x4 inv_view_matrix;
float4x4 view_matrix;
float4 rflxColor;

struct VS_OUTPUT
{
   float4 Pos:      POSITION;
   float2 TexCoord: TEXCOORD0;
   float4 Color:    COLOR0;
};

float4 Light_Point(
    float3 VertPos,
    float3 VertNorm,
    float3 LightPos,
    float4 LightColor,
    float3 EyeDir)
    

{   // This stuff happens per vertex, so, we want a LightColor as result

    // Determine the distance from the light to the vertex and the direction
    float3 LightDir = LightPos - (VertPos);
    float  Dist = length(LightDir);
    float3 LightV = LightDir / Dist;
    
    // Compute half vector
    float3 HalfVect = normalize(LightV-EyeDir);
//==============================================================================//    
    // Special Reflectivity
    float4 rflxBRDF = pow(max(0, dot(LightV,HalfVect+0.03)), dot(64,LightV) );
    // here we can clamp the effect, so we see color
    rflxBRDF = clamp(rflxBRDF,0,1.0);
    // filter the inner material color
    rflxBRDF *= rflxColor;
//==============================================================================//

        
    // Compute final lighting
    return LightColor * rflxBRDF;
}

VS_OUTPUT vs_main(
    float4 inPos:    POSITION,
    float3 inNormal: NORMAL,
    float2 inTxr:    TEXCOORD0)
{
   VS_OUTPUT Out;

    // Compute the position and send out the texture coordinates
    Out.Pos = mul(view_proj_matrix, inPos);
    Out.TexCoord = inTxr;

    // Determine the eye vector
    float3 EyeVector = -normalize(mul(inv_view_matrix,vector(0,0,10,1))+inPos);
    
    // Compute light contribution
    float4 Color = Light_Point(inPos, // vert position  (P)
                         inNormal,             // vert normal    (N)
                         Light1_Position,      // light position (lP1)
                         Light1_Color,         // light color    (lC1)
                         EyeVector);           // eye vector     (I)


    // Output Final Color
    Out.Color = Color;

   return Out;
}






]]></RmShaderCode>
      <RmShaderConstant NAME="Light1_Color" API="" REGISTER="9"/>
      <RmShaderConstant NAME="Light1_Position" API="" REGISTER="8"/>
      <RmShaderConstant NAME="inv_view_matrix" API="" REGISTER="4"/>
      <RmShaderConstant NAME="rflxColor" API="" REGISTER="10"/>
      <RmShaderConstant NAME="view_proj_matrix" API="" REGISTER="0"/>
     </RmHLSLShader>
     <RmStreamMapReference NAME="Stream Mapping" API=""/>
    </RmPass>
    <RmPass NAME="Pass ADS" API="D3D" PASS_INDEX="5" ENABLED="FALSE">
     <RmModelReference NAME="model" API=""/>
     <RmRenderStateBlock NAME="Render State" API="D3D">
      <RmState NAME="D3DRS_ZENABLE" API="D3D" STATE="7" VALUE="2" USAGE="RENDER_STATE"/>
      <RmState NAME="D3DRS_ZWRITEENABLE" API="D3D" STATE="14" VALUE="1" USAGE="RENDER_STATE"/>
      <RmState NAME="D3DRS_CULLMODE" API="D3D" STATE="22" VALUE="3" USAGE="RENDER_STATE"/>
     </RmRenderStateBlock>
     <RmHLSLShader NAME="Pixel Shader" API="D3D" PIXEL_SHADER="TRUE" TARGET="ps_2_0" ENTRY_POINT="ps_main" COMPILER_FLAGS="0"><RmShaderCode TYPE="TEXT"><![CDATA[
float4 ps_main(
    float4 inColor: COLOR0
    ) : COLOR
{
    // Simply rout the vertex color to the output
    return inColor;
}
]]></RmShaderCode></RmHLSLShader>
     <RmHLSLShader NAME="Vertex Shader" API="D3D" PIXEL_SHADER="FALSE" TARGET="vs_1_1" ENTRY_POINT="vs_main" COMPILER_FLAGS="32"><RmShaderCode TYPE="TEXT"><![CDATA[
float4x4 view_proj_matrix;
float4 Light_Ambient;
float4 Light1_Position;
float4 Light1_Attenuation;
float4 Light1_Color;
float4 view_position;
float4x4 inv_view_matrix;
float4x4 view_matrix;
float4 rflxColor;

struct VS_OUTPUT
{
   float4 Pos:      POSITION;
   float2 TexCoord: TEXCOORD0;
   float4 Color:    COLOR0;
};

float4 Light_Point(
    float3 VertPos,
    float3 VertNorm,
    float3 LightPos,
    float4 LightColor,
    float3 EyeDir)
    

{   // This stuff happens per vertex, so, we want a LightColor as result

    // Determine the distance from the light to the vertex and the direction
    float3 LightDir = LightPos - (VertPos);
    float  Dist = length(LightDir);
    float3 LightV = LightDir / Dist;
    
    // Compute half vector
    float3 HalfVect = normalize(LightV-EyeDir);
    
    // Specular
    float SpecularAttn = pow( clamp(0,1, dot(VertNorm, HalfVect)),128);

    // Diffuse
    float AngleAttn = clamp(0,1, dot(VertNorm, LightV) );
        
    // Compute final lighting
    return LightColor * (SpecularAttn+AngleAttn);
}

VS_OUTPUT vs_main(
    float4 inPos:    POSITION,
    float3 inNormal: NORMAL,
    float2 inTxr:    TEXCOORD0)
{
   VS_OUTPUT Out;

    // Compute the position and send out the texture coordinates
    Out.Pos = mul(view_proj_matrix, inPos);
    Out.TexCoord = inTxr;

    // Determine the eye vector
    float3 EyeVector = -normalize(mul(inv_view_matrix,vector(0,0,10,1))+inPos);
    
    // Compute light contribution
    float4 Color = Light_Point(inPos, // vert position  (P)
                         inNormal,             // vert normal    (N)
                         Light1_Position,      // light position (lP1)
                         Light1_Color,         // light color    (lC1)
                         EyeVector);           // eye vector     (I)
    // clamp the color to prevent lightwrapping, add ambient
    Color = clamp(Color,0,1) + Light_Ambient;

    // Output Final Color
    Out.Color = Color;

   return Out;
}






]]></RmShaderCode>
      <RmShaderConstant NAME="Light1_Color" API="" REGISTER="10"/>
      <RmShaderConstant NAME="Light1_Position" API="" REGISTER="9"/>
      <RmShaderConstant NAME="Light_Ambient" API="" REGISTER="8"/>
      <RmShaderConstant NAME="inv_view_matrix" API="" REGISTER="4"/>
      <RmShaderConstant NAME="view_proj_matrix" API="" REGISTER="0"/>
     </RmHLSLShader>
     <RmStreamMapReference NAME="Stream Mapping" API=""/>
    </RmPass>
    <RmPass NAME="Pass ADSR" API="D3D" PASS_INDEX="6" ENABLED="TRUE">
     <RmModelReference NAME="model" API=""/>
     <RmRenderStateBlock NAME="Render State" API="D3D">
      <RmState NAME="D3DRS_ZENABLE" API="D3D" STATE="7" VALUE="2" USAGE="RENDER_STATE"/>
      <RmState NAME="D3DRS_ZWRITEENABLE" API="D3D" STATE="14" VALUE="1" USAGE="RENDER_STATE"/>
      <RmState NAME="D3DRS_CULLMODE" API="D3D" STATE="22" VALUE="3" USAGE="RENDER_STATE"/>
     </RmRenderStateBlock>
     <RmHLSLShader NAME="Pixel Shader" API="D3D" PIXEL_SHADER="TRUE" TARGET="ps_2_0" ENTRY_POINT="ps_main" COMPILER_FLAGS="0"><RmShaderCode TYPE="TEXT"><![CDATA[
float4 ps_main(
    float4 inColor: COLOR0
    ) : COLOR
{
    // Simply rout the vertex color to the output
    return inColor;
}
]]></RmShaderCode></RmHLSLShader>
     <RmHLSLShader NAME="Vertex Shader" API="D3D" PIXEL_SHADER="FALSE" TARGET="vs_1_1" ENTRY_POINT="vs_main" COMPILER_FLAGS="32"><RmShaderCode TYPE="TEXT"><![CDATA[
float4x4 view_proj_matrix;
float4 Light_Ambient;
float4 Light1_Position;
float4 Light1_Attenuation;
float4 Light1_Color;
float4 view_position;
float4x4 inv_view_matrix;
float4x4 view_matrix;
float4 rflxColor;

struct VS_OUTPUT
{
   float4 Pos:      POSITION;
   float2 TexCoord: TEXCOORD0;
   float4 Color:    COLOR0;
};

float4 Light_Point(
    float3 VertPos,
    float3 VertNorm,
    float3 LightPos,
    float4 LightColor,
    float3 EyeDir)
    

{   // This stuff happens per vertex, so, we want a LightColor as result

    // Determine the distance from the light to the vertex and the direction
    float3 LightDir = LightPos - (VertPos);
    float  Dist = length(LightDir);
    float3 LightV = LightDir / Dist;
    
    // Compute half vector
    float3 HalfVect = normalize(LightV-EyeDir);
    
    // Specular
    float SpecularAttn = pow( clamp(0,1, dot(VertNorm, HalfVect)),128);
//==============================================================================//    
    // Special Reflectivity
    float4 rflxBRDF = pow(max(0, dot(LightV,HalfVect+0.03)), dot(32,LightV) );
    // here we can clamp the effect, so we see color
    rflxBRDF = clamp(rflxBRDF,0,5.5);
    // filter the inner material color
    rflxBRDF *= rflxColor;
//==============================================================================//
    // Diffuse
    float AngleAttn = clamp(0,1, dot(VertNorm, LightV) );
        
    // Compute final lighting
    return LightColor * (SpecularAttn+AngleAttn+(rflxBRDF));
}

VS_OUTPUT vs_main(
    float4 inPos:    POSITION,
    float3 inNormal: NORMAL,
    float2 inTxr:    TEXCOORD0)
{
   VS_OUTPUT Out;

    // Compute the position and send out the texture coordinates
    Out.Pos = mul(view_proj_matrix, inPos);
    Out.TexCoord = inTxr;

    // Determine the eye vector
    float3 EyeVector = -normalize(mul(inv_view_matrix,vector(0,0,10,1))+inPos);
    
    // Compute light contribution
    float4 Color = Light_Point(inPos, // vert position  (P)
                         inNormal,             // vert normal    (N)
                         Light1_Position,      // light position (lP1)
                         Light1_Color,         // light color    (lC1)
                         EyeVector);           // eye vector     (I)
    // clamp the color to prevent lightwrapping, add ambient
    Color = clamp(Color,0,1) + Light_Ambient;

    // Output Final Color
    Out.Color = Color;

   return Out;
}






]]></RmShaderCode>
      <RmShaderConstant NAME="Light1_Color" API="" REGISTER="10"/>
      <RmShaderConstant NAME="Light1_Position" API="" REGISTER="9"/>
      <RmShaderConstant NAME="Light_Ambient" API="" REGISTER="8"/>
      <RmShaderConstant NAME="inv_view_matrix" API="" REGISTER="4"/>
      <RmShaderConstant NAME="rflxColor" API="" REGISTER="11"/>
      <RmShaderConstant NAME="view_proj_matrix" API="" REGISTER="0"/>
     </RmHLSLShader>
     <RmStreamMapReference NAME="Stream Mapping" API=""/>
    </RmPass>
    <RmPass NAME="Pass Specular" API="D3D" PASS_INDEX="3" ENABLED="FALSE">
     <RmModelReference NAME="model" API=""/>
     <RmHLSLShader NAME="Vertex Shader" API="D3D" PIXEL_SHADER="FALSE" TARGET="vs_1_1" ENTRY_POINT="vs_main" COMPILER_FLAGS="32"><RmShaderCode TYPE="TEXT"><![CDATA[
float4x4 view_proj_matrix;
float4 Light_Ambient;
float4 Light1_Position;
float4 Light1_Color;
float4 view_position;
float4x4 inv_view_matrix;
float4x4 view_matrix;

struct VS_OUTPUT
{
   float4 Pos:      POSITION;
   float2 TexCoord: TEXCOORD0;
   float4 Color:    COLOR0;
};

float4 Light_PointSpecular(
    float3 VertPos,
    float3 VertNorm,
    float3 LightPos,
    float4 LightColor,
    float3 EyeDir)

{
    // Determine the distance from the light to the vertex and the direction
    float3 LightDir = LightPos - VertPos;
    float  Dist = length(LightDir);
    LightDir = LightDir / Dist;
    
    // Compute half vector
    float3 HalfVect = normalize(LightDir-EyeDir);
    
    float SpecularAttn = pow( clamp(0,1, dot(VertNorm, HalfVect)),32);
    
    // Compute final lighting
    return clamp(LightColor * SpecularAttn,0,1);
}

VS_OUTPUT vs_main(
    float4 inPos:    POSITION,
    float3 inNormal: NORMAL,
    float2 inTxr:    TEXCOORD0)
{
   VS_OUTPUT Out;

    // Compute the position and send out the texture coordinates
    Out.Pos = mul(view_proj_matrix, inPos);
    Out.TexCoord = inTxr;

    float4 Color;
    
    // Determine the eye vector
    float3 EyeVector = -normalize(mul(inv_view_matrix,float4(0,0,10,1))+inPos);
    
    // Compute light contribution
    Color = Light_PointSpecular(inPos,inNormal,(Light1_Position),
                               Light1_Color,EyeVector);
    
    // Output Final Color
    Out.Color = Color;

   return Out;
}






]]></RmShaderCode>
      <RmShaderConstant NAME="Light1_Color" API="" REGISTER="9"/>
      <RmShaderConstant NAME="Light1_Position" API="" REGISTER="8"/>
      <RmShaderConstant NAME="inv_view_matrix" API="" REGISTER="4"/>
      <RmShaderConstant NAME="view_proj_matrix" API="" REGISTER="0"/>
     </RmHLSLShader>
     <RmHLSLShader NAME="Pixel Shader" API="D3D" PIXEL_SHADER="TRUE" TARGET="ps_2_0" ENTRY_POINT="ps_main" COMPILER_FLAGS="0"><RmShaderCode TYPE="TEXT"><![CDATA[
float4 ps_main(
    float4 inColor: COLOR0
    ) : COLOR
{
    // Simply rout the vertex color to the output
    return inColor;
}
]]></RmShaderCode></RmHLSLShader>
     <RmStreamMapReference NAME="Stream Mapping" API=""/>
    </RmPass>
    <RmPass NAME="Pass Diffuse" API="D3D" PASS_INDEX="2" ENABLED="FALSE">
     <RmModelReference NAME="model" API=""/>
     <RmHLSLShader NAME="Vertex Shader" API="D3D" PIXEL_SHADER="FALSE" TARGET="vs_1_1" ENTRY_POINT="vs_main" COMPILER_FLAGS="32"><RmShaderCode TYPE="TEXT"><![CDATA[
float4x4 view_proj_matrix;
float4 Light1_Position;
float4 Light1_Attenuation;
float4 Light1_Color;

struct VS_OUTPUT
{
   float4 Pos:      POSITION;
   float2 TexCoord: TEXCOORD0;
   float4 Color:    COLOR0;
};

float4 Light_PointDiffuse(
    float3 VertPos,
    float3 VertNorm,
    float3 LightPos,
    float4 LightColor,
    float4 LightAttenuation)

{
    // Determine the distance from the light to the vertex and the direction
    float3 LightDir = LightPos - VertPos;
    float  Dist = length(LightDir);
    LightDir = LightDir / Dist;
    
    // Compute distance base attenuation. This is defined as:
    // Attenuation = 1 / ( LA.x + LA.y*Dist + LA.z*Dist*Dist )
    float DistAttn = clamp(0,1, 1 / ( LightAttenuation.x +
                                      LightAttenuation.y * Dist +
                                      LightAttenuation.z * Dist * Dist ));

    // Compute surface/light angle based attenuation defined as dot(N,L)
    // Note : This must be clamped as it may become negative.
    float AngleAttn = clamp(0,1, dot(VertNorm, LightDir) );
    
    // Compute final lighting
    return LightColor * DistAttn * AngleAttn;
}

VS_OUTPUT vs_main(
    float4 inPos:    POSITION,
    float3 inNormal: NORMAL,
    float2 inTxr:    TEXCOORD0)
{
   VS_OUTPUT Out;

    // Compute the position and send out the texture coordinates
    Out.Pos = mul(view_proj_matrix, inPos);
    Out.TexCoord = inTxr;

    float4 Color;
    
    // Compute light contribution
    Color = Light_PointDiffuse(inPos,inNormal,(Light1_Position),
                               Light1_Color,Light1_Attenuation);
    
    // Output Final Color
    Out.Color = Color;

   return Out;
}






]]></RmShaderCode>
      <RmShaderConstant NAME="Light1_Attenuation" API="" REGISTER="5"/>
      <RmShaderConstant NAME="Light1_Color" API="" REGISTER="6"/>
      <RmShaderConstant NAME="Light1_Position" API="" REGISTER="4"/>
      <RmShaderConstant NAME="view_proj_matrix" API="" REGISTER="0"/>
     </RmHLSLShader>
     <RmHLSLShader NAME="Pixel Shader" API="D3D" PIXEL_SHADER="TRUE" TARGET="ps_2_0" ENTRY_POINT="ps_main" COMPILER_FLAGS="0"><RmShaderCode TYPE="TEXT"><![CDATA[
float4 ps_main(
    float4 inColor: COLOR0
    ) : COLOR
{
    // Simply rout the vertex color to the output
    return inColor;
}
]]></RmShaderCode></RmHLSLShader>
     <RmStreamMapReference NAME="Stream Mapping" API=""/>
    </RmPass>
   </RmDirectXEffect>
  </RmEffectGroup>
 </RmEffectWorkspace>
</RENDER_MONKEY>
