default { castShadows 1 receiveShadows 1 sampleSize 16 longestCurve 0.000000 } 0 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 1 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 2 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 3 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 4 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 5 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 6 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 7 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 8 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 9 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 10 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 11 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 12 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 13 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 14 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 15 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 16 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 17 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 18 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 19 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 20 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 21 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 22 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 23 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 24 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 25 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 26 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 27 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 28 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 29 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 30 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 31 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 32 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 33 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 34 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 35 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 36 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 37 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 38 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 39 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 40 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 41 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 42 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 43 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 44 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 45 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 46 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 47 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 48 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 49 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 50 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 51 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 52 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 53 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 54 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 55 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 56 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 57 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 58 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 59 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/red3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 60 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 61 // SURFACE_META V: 64 I: 204 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 1.000000 ) } 62 // SURFACE_META V: 64 I: 204 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 63 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 64 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 65 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 66 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 67 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 68 // SURFACE_META V: 14 I: 36 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 1.000000 ) } 69 // SURFACE_META V: 14 I: 36 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 70 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 71 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 72 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 73 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 74 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 75 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 76 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 77 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 78 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 79 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 80 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 81 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 82 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 83 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 84 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 85 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 86 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 87 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 88 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 89 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 90 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 91 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 92 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 93 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 94 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 95 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 96 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 97 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 98 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 99 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 100 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 101 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 102 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 103 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 104 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 105 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 106 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 107 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 108 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 109 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 110 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 111 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 112 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 113 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 114 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 115 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 116 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 117 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 118 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 119 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 120 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 121 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 122 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 123 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 124 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 125 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 126 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 1.000000 0.000000 ) } 127 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 128 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( 1.000000 0.000000 0.000000 ) } 129 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 130 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 131 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/auburn2_dark lightmapAxis ( -1.000000 0.000000 0.000000 ) } 132 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/silver3 lightmapAxis ( -1.000000 0.000000 0.000000 ) } 133 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/silver3 lightmapAxis ( 0.000000 -1.000000 0.000000 ) } 134 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/silver3 lightmapAxis ( 0.000000 0.000000 -1.000000 ) } 135 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/silver3 lightmapAxis ( 1.000000 0.000000 0.000000 ) } 136 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/silver3 lightmapAxis ( 0.000000 1.000000 0.000000 ) } 137 // SURFACE_META V: 4 I: 6 planar { shader textures/unicolored/silver3 lightmapAxis ( 0.000000 0.000000 1.000000 ) } 138 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 139 // SURFACE_META V: 24 I: 72 planar { shader textures/common/invisible sampleSize 0 } 140 // SURFACE_META V: 6 I: 12 planar { shader textures/common/invisible sampleSize 0 } 141 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 142 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 143 // SURFACE_META V: 24 I: 72 planar { shader textures/common/invisible sampleSize 0 } 144 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 145 // SURFACE_META V: 24 I: 66 planar { shader textures/common/invisible sampleSize 0 } 146 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 147 // SURFACE_META V: 24 I: 66 planar { shader textures/common/invisible sampleSize 0 } 148 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 149 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 150 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 151 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 152 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 153 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 154 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 155 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 156 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 157 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 158 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 159 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 160 // SURFACE_META V: 24 I: 72 planar { shader textures/common/invisible sampleSize 0 } 161 // SURFACE_META V: 24 I: 72 planar { shader textures/common/invisible sampleSize 0 } 162 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 163 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 164 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 165 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 166 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 167 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 168 // SURFACE_META V: 6 I: 12 planar { shader textures/common/invisible sampleSize 0 } 169 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 170 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 171 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 172 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 173 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 174 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 175 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 176 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 177 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 178 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 179 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 180 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 181 // SURFACE_META V: 24 I: 72 planar { shader textures/common/invisible sampleSize 0 } 182 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 183 // SURFACE_META V: 24 I: 66 planar { shader textures/common/invisible sampleSize 0 } 184 // SURFACE_META V: 24 I: 72 planar { shader textures/common/invisible sampleSize 0 } 185 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 186 // SURFACE_META V: 24 I: 66 planar { shader textures/common/invisible sampleSize 0 } 187 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 188 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 189 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 190 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 191 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 192 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 193 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 194 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 195 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 196 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 197 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 198 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 199 // SURFACE_META V: 6 I: 12 planar { shader textures/common/invisible sampleSize 0 } 200 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 201 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 202 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 203 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 204 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 205 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 206 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 207 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 208 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 209 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 210 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 211 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 212 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 213 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 214 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 215 // SURFACE_META V: 6 I: 12 planar { shader textures/common/invisible sampleSize 0 } 216 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 217 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 218 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 } 219 // SURFACE_META V: 4 I: 6 planar { shader textures/common/invisible sampleSize 0 }