{
	"name": "mwf_map",
	"node_position": {
		"x": 0,
		"y": 0
	},
	"parameters": {

	},
	"shader_model": {
		"code": "float $(name_uv)_angle = 6.28318530718*($map($uv).y-0.5);\nvec2 $(name_uv)_uv = matmap_uv($uv, $(name_uv)_angle, $map($uv).z);\n",
		"global": "vec2 matmap_uv(vec2 uv, float angle, float seed) {\n\tuv -= vec2(0.5);\n\tvec2 rv;\n\trv.x = uv.x*cos(angle)+uv.y*sin(angle);\n\trv.y = -uv.x*sin(angle)+uv.y*cos(angle);\n\treturn fract(rv + rand2(vec2(seed)));\n}\n\nvec3 matmap_rotate_nm(vec3 input, float angle) {\n\tvec2 uv = input.xy - vec2(0.5);\n\tvec2 rv;\n\trv.x = uv.x*cos(angle)+uv.y*sin(angle);\n\trv.y = -uv.x*sin(angle)+uv.y*cos(angle);\n\treturn vec3(rv + vec2(0.5), input.z);\n}\n",
		"inputs": [
			{
				"default": "vec3(1.0, 0.5, 0.0)",
				"label": "Map",
				"longdesc": "The input workflow map",
				"name": "map",
				"shortdesc": "Map",
				"type": "rgb"
			},
			{
				"default": "vec3(0.0)",
				"group_size": 4,
				"label": "Albedo",
				"longdesc": "The Albedo channel of the input base material",
				"name": "mat1",
				"shortdesc": "Albedo",
				"type": "rgb"
			},
			{
				"default": "vec3(0.0)",
				"label": "ORM",
				"longdesc": "The ambient occlusion, roughness and metallic channels of the input material",
				"name": "mat2",
				"shortdesc": "ORM",
				"type": "rgb"
			},
			{
				"default": "vec3(0.0)",
				"label": "Emission",
				"longdesc": "The emission channel of the input material",
				"name": "mat3",
				"shortdesc": "Emission",
				"type": "rgb"
			},
			{
				"default": "vec3(0.5, 0.5, 1.0)",
				"label": "Normal",
				"longdesc": "The normal map of the input material",
				"name": "mat4",
				"shortdesc": "Normal",
				"type": "rgb"
			}
		],
		"instance": "",
		"longdesc": "Applies a workflow map to a base material, and generates height information as well as PBR channels for the result.\nThe height input must be connected to a Create Map or Mix Maps node. The other inputs must be connected to a base material.\nThe outputs must be connected to the Mix or the Output node, or a workflow filter node.",
		"name": "Apply Map",
		"outputs": [
			{
				"f": "$map($uv).x",
				"group_size": 5,
				"longdesc": "The height map of the result",
				"shortdesc": "Height",
				"type": "f"
			},
			{
				"longdesc": "The albedo channel of the result",
				"rgb": "$mat1($(name_uv)_uv)",
				"shortdesc": "Albedo",
				"type": "rgb"
			},
			{
				"longdesc": "The ambient occlusion, roughness and metallic channels of the result",
				"rgb": "$mat2($(name_uv)_uv)",
				"shortdesc": "ORM",
				"type": "rgb"
			},
			{
				"longdesc": "The emission channel of the result",
				"rgb": "$mat3($(name_uv)_uv)",
				"shortdesc": "Emission",
				"type": "rgb"
			},
			{
				"longdesc": "The normal map of the result",
				"rgb": "matmap_rotate_nm($mat4($(name_uv)_uv), -$(name_uv)_angle)",
				"shortdesc": "Normal",
				"type": "rgb"
			}
		],
		"parameters": [

		],
		"shortdesc": "Apply Map"
	},
	"type": "shader"
}