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<scene>
<camera eye="0.0 7.5 7.5" up="0.0 1.0 0.0" view="0.0 -1.0 -1.0" fov="30.0" width="512" height="512" auto="false"/>
<material id="white">
<shadingFrameTransformation type="normalMap">
<texture type="nearest" filename="rings.pfm"/>
<diffuse>
<albedo value="1.0 1.0 1.0"/>
</diffuse>
</shadingFrameTransformation>
</material>
<triangleMesh>
<triangle>
<vertex v="+3.0 0.0 -2.0" t="+1.0 +0.0"/>
<vertex v="-3.0 0.0 -2.0" t="+0.0 +0.0"/>
<vertex v="-3.0 0.0 +2.0" t="+0.0 +1.0"/>
<vertex v="+3.0 0.0 +2.0" t="+1.0 +1.0"/>
</triangle>
<material ref="white"/>
</triangleMesh>
<light type="directional" direction="1.0 -1.0 0.0" power="1.0 0.0 0.0"/>
<light type="directional" direction="0.0 -1.0 1.0" power="0.0 0.0 1.0"/>
<light type="directional" direction="-1.0 -1.0 -1.0" power="0.0 1.0 0.0"/>
<intersector type="bvh"/>
<renderer type="raycasting"/>
</scene>
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