mdl 1.4;

using ::OmniPBR import OmniPBR;
import ::tex::gamma_mode;
import ::state::normal;

export material Aluminum_Anodized_Red(*)
 = OmniPBR(
    diffuse_color_constant: color(0.500000, 0.500000, 0.500000),
    diffuse_texture: texture_2d("./Aluminum_Anodized/Aluminum_Anodized_BaseColor.png", ::tex::gamma_srgb),
    albedo_desaturation: 0.f,
    albedo_add: 0.f,
    albedo_brightness: 1.f,
    diffuse_tint: color(0.5f, 0.025f, 0.025f),
    reflection_roughness_constant: 0.000000,
    reflection_roughness_texture_influence: 1.f,
    reflectionroughness_texture: texture_2d(),
    metallic_constant: 0.000000,
    metallic_texture_influence: 1.f,
    metallic_texture: texture_2d(),
    specular_level: 0.5f,
    enable_ORM_texture: true,
    ORM_texture: texture_2d("./Aluminum_Anodized/Aluminum_Anodized_ORM.png", ::tex::gamma_linear),
    ao_to_diffuse: 0.f,
    ao_texture: texture_2d(),
    enable_emission: false,
    emissive_color: color(1.000000, 1.000000, 1.000000),
    emissive_mask_texture: texture_2d(),
    emissive_intensity: 0.000000,
    bump_factor: 1.f,
    normalmap_texture: texture_2d("./Aluminum_Anodized/Aluminum_Anodized_Normal.png", ::tex::gamma_linear),
    detail_bump_factor: 0.300000012f,
    detail_normalmap_texture: texture_2d(),
    project_uvw: false,
    world_or_object: false,
    uv_space_index: 0,
    texture_translate: float2(0.f),
    texture_rotate: 0.f,
    texture_scale: float2(1.f),
    detail_texture_translate: float2(0.f),
    detail_texture_rotate: 0.f,
    detail_texture_scale: float2(1.f));

