// Generated By: LDView 4.1 Copyright (C) 2008 Travis Cobbs & Peter Bartfai
// See: http://ldview.sourceforge.net/
// Date: Sat Oct 13 10:53:15 2012
// Input LDraw File: Colors.ldr
// LDraw File Author: LDraw
//
// This file was automatically generated from an LDraw file by the program
// LDView.  See comments above for further details.

#declare LDXQual = 3;	// Quality (0 = Bounding Box; 1 = No Refraction; 2 = Normal; 3 = Stud Logos)
#declare LDXSW = 0.5;	// Seam Width (0 for no seams)
#declare LDXStuds = 1;	// Show studs? (1 = YES; 0 = NO)
#declare LDXRefls = 1;	// Reflections? (1 = YES; 0 = NO)
#declare LDXShads = 1;	// Shadows? (1 = YES; 0 = NO)
#declare LDXFloor = 0;	// Include Floor? (1 = YES; 0 = NO)

// Model bounds information
#declare LDXMinX = -150;
#declare LDXMinY = -4;
#declare LDXMinZ = -90;
#declare LDXMaxX = 110;
#declare LDXMaxY = 8;
#declare LDXMaxZ = 50;
#declare LDXCenterX = -20;
#declare LDXCenterY = 2;
#declare LDXCenterZ = -20;
#declare LDXCenter = <LDXCenterX,LDXCenterY,LDXCenterZ>;
#declare LDXRadius = 147.770096;

// Camera settings
#declare LDXCameraLoc = < 501.113068,-423.487,-541.113037 >;	// Camera Location vector
#declare LDXCameraLookAt = < -19.67681985588888,1.7361221798605015,-20.323200317082296 >;	// Camera look-at point vector
#declare LDXCameraSky = < -0.35355331295964665,-0.86602541850503822,0.35355343216893215 >;	// Camera sky vector (<0,-1,0> will usually work for standard "up")

#declare LDXFloorLoc = LDXMaxY;	// Floor location. (Dependent on floor axis; MAX_Y is bottom of model)
#declare LDXFloorAxis = y;	// Floor axis (x, y, or z)
#declare LDXFloorR = 0.8;	// Floor Red
#declare LDXFloorG = 0.8;	// Floor Green
#declare LDXFloorB = 0.8;	// Floor Blue
#declare LDXFloorAmb = 0.4;	// Floor Ambient
#declare LDXFloorDif = 0.4;	// Floor Diffuse
#declare LDXAmb = 0.4;
#declare LDXDif = 0.4;
#declare LDXRefl = 0.08;
#declare LDXPhong = 0.5;
#declare LDXPhongS = 40;
#declare LDXTRefl = 0.2;
#declare LDXTFilt = 0.85;
#declare LDXIoR = 1.25;
#declare LDXRubberRefl = 0;
#declare LDXRubberPhong = 0.1;
#declare LDXRubberPhongS = 10;
#declare LDXChromeRefl = 0.85;
#declare LDXChromeBril = 5;
#declare LDXChromeSpec = 0.8;
#declare LDXChromeRough = 0.01;
#declare LDXIPov = 1;	// Use inline POV code from LDraw file? (1 = YES; 0 = NO)
#declare LDXBgR = 0.67451;	// Background Red
#declare LDXBgG = 0.921569;	// Background Green
#declare LDXBgB = 0.992157;	// Background Blue
#declare LDXOrigVer = version;	// DO NOT MODIFY

// Camera
#ifndef (LDXSkipCamera)
camera {
	#declare LDXCamAspect = image_width/image_height;
	location LDXCameraLoc
	sky LDXCameraSky
	right LDXCamAspect * < -1,0,0 >
	look_at LDXCameraLookAt
	angle 26.415768
}
#end

// Lights
#ifndef (LDXSkipLight1)
light_source {	// Latitude,Longitude: 45,0,LDXRadius*2
	<0*LDXRadius,-1.414214*LDXRadius,-1.414214*LDXRadius> + LDXCenter
	color rgb <1,1,1>
}
#end
#ifndef (LDXSkipLight2)
light_source {	// Latitude,Longitude: 30,120,LDXRadius*2
	<1.5*LDXRadius,-1*LDXRadius,0.866026*LDXRadius> + LDXCenter
	color rgb <1,1,1>
}
#end
#ifndef (LDXSkipLight3)
light_source {	// Latitude,Longitude: 60,-120,LDXRadius*2
	<-0.866025*LDXRadius,-1.732051*LDXRadius,0.5*LDXRadius> + LDXCenter
	color rgb <1,1,1>
}
#end

#macro LDXSeamMatrix(Width, Height, Depth, CenterX, CenterY, CenterZ)
#local aw = 0;
#local ah = 0;
#local ad = 0;
#local ax = 0;
#local ay = 0;
#local az = 0;
#if (Width != 0)
#local aw = 1-LDXSW/Width;
#end
#if (Height != 0)
#local ah = 1-LDXSW/Height;
#end
#if (Depth != 0)
#local ad = 1-LDXSW/Depth;
#end
#if (Width != 0 & CenterX != 0)
#local ax = LDXSW/(Width / CenterX);
#end
#if (Height != 0 & CenterY != 0)
#local ay = LDXSW/(Height / CenterY);
#end
#if (Depth != 0 & CenterZ != 0)
#local az = LDXSW/(Depth / CenterZ);
#end
matrix <aw,0,0,0,ah,0,0,0,ad,ax,ay,az>
#end


background { color rgb <LDXBgR,LDXBgG,LDXBgB> }

#declare lg_quality = LDXQual;
#if (lg_quality = 3)
#declare lg_quality = 4;
#end

#declare lg_studs = LDXStuds;

version 3.1

#include "lg_defs.inc"

#include "lg_color.inc"

#ifndef (LDXColor0) // Black
#declare LDXColor0 = #if (version >= 3.1) material { #end
	texture {
		lg_black
	}
#if (version >= 3.1) } #end
#declare LDXColor0_slope = #if (version >= 3.1) material { #end
	texture {
		lg_black
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor1) // Blue
#declare LDXColor1 = #if (version >= 3.1) material { #end
	texture {
		lg_blue
	}
#if (version >= 3.1) } #end
#declare LDXColor1_slope = #if (version >= 3.1) material { #end
	texture {
		lg_blue
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor2) // Green
#declare LDXColor2 = #if (version >= 3.1) material { #end
	texture {
		lg_green
	}
#if (version >= 3.1) } #end
#declare LDXColor2_slope = #if (version >= 3.1) material { #end
	texture {
		lg_green
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor4) // Red
#declare LDXColor4 = #if (version >= 3.1) material { #end
	texture {
		lg_red
	}
#if (version >= 3.1) } #end
#declare LDXColor4_slope = #if (version >= 3.1) material { #end
	texture {
		lg_red
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor6) // Brown
#declare LDXColor6 = #if (version >= 3.1) material { #end
	texture {
		lg_brown
	}
#if (version >= 3.1) } #end
#declare LDXColor6_slope = #if (version >= 3.1) material { #end
	texture {
		lg_brown
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor7) // Light Gray
#declare LDXColor7 = #if (version >= 3.1) material { #end
	texture {
		lg_grey
	}
#if (version >= 3.1) } #end
#declare LDXColor7_slope = #if (version >= 3.1) material { #end
	texture {
		lg_grey
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor8) // Dark Gray
#declare LDXColor8 = #if (version >= 3.1) material { #end
	texture {
		lg_dark_grey
	}
#if (version >= 3.1) } #end
#declare LDXColor8_slope = #if (version >= 3.1) material { #end
	texture {
		lg_dark_grey
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor10) // Bright Green
#declare LDXColor10 = #if (version >= 3.1) material { #end
	texture {
		lg_bright_green
	}
#if (version >= 3.1) } #end
#declare LDXColor10_slope = #if (version >= 3.1) material { #end
	texture {
		lg_bright_green
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor14) // Yellow
#declare LDXColor14 = #if (version >= 3.1) material { #end
	texture {
		lg_yellow
	}
#if (version >= 3.1) } #end
#declare LDXColor14_slope = #if (version >= 3.1) material { #end
	texture {
		lg_yellow
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor15) // White
#declare LDXColor15 = #if (version >= 3.1) material { #end
	texture {
		lg_white
	}
#if (version >= 3.1) } #end
#declare LDXColor15_slope = #if (version >= 3.1) material { #end
	texture {
		lg_white
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor19) // Tan
#declare LDXColor19 = #if (version >= 3.1) material { #end
	texture {
		lg_tan
	}
#if (version >= 3.1) } #end
#declare LDXColor19_slope = #if (version >= 3.1) material { #end
	texture {
		lg_tan
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor28) // Dark Tan
#declare LDXColor28 = #if (version >= 3.1) material { #end
	texture {
		lg_dark_tan
	}
#if (version >= 3.1) } #end
#declare LDXColor28_slope = #if (version >= 3.1) material { #end
	texture {
		lg_dark_tan
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor70) // Reddish Brown
#declare LDXColor70 = #if (version >= 3.1) material { #end
	texture {
		lg_reddish_brown
	}
#if (version >= 3.1) } #end
#declare LDXColor70_slope = #if (version >= 3.1) material { #end
	texture {
		lg_reddish_brown
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor71) // Light Bluish Gray
#declare LDXColor71 = #if (version >= 3.1) material { #end
	texture {
		lg_bluish_grey
	}
#if (version >= 3.1) } #end
#declare LDXColor71_slope = #if (version >= 3.1) material { #end
	texture {
		lg_bluish_grey
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor72) // Dark Bluish Gray
#declare LDXColor72 = #if (version >= 3.1) material { #end
	texture {
		lg_dark_bluish_grey
	}
#if (version >= 3.1) } #end
#declare LDXColor72_slope = #if (version >= 3.1) material { #end
	texture {
		lg_dark_bluish_grey
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor78) // Light Flesh
#declare LDXColor78 = #if (version >= 3.1) material { #end
	texture {
		lg_light_flesh
	}
#if (version >= 3.1) } #end
#declare LDXColor78_slope = #if (version >= 3.1) material { #end
	texture {
		lg_light_flesh
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor272) // Dark Blue
#declare LDXColor272 = #if (version >= 3.1) material { #end
	texture {
		lg_dark_blue
	}
#if (version >= 3.1) } #end
#declare LDXColor272_slope = #if (version >= 3.1) material { #end
	texture {
		lg_dark_blue
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor288) // Dark Green
#declare LDXColor288 = #if (version >= 3.1) material { #end
	texture {
		lg_dark_green
	}
#if (version >= 3.1) } #end
#declare LDXColor288_slope = #if (version >= 3.1) material { #end
	texture {
		lg_dark_green
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor320) // Dark Red
#declare LDXColor320 = #if (version >= 3.1) material { #end
	texture {
		lg_dark_red
	}
#if (version >= 3.1) } #end
#declare LDXColor320_slope = #if (version >= 3.1) material { #end
	texture {
		lg_dark_red
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor334) // Chrome Gold
#declare LDXColor334 = #if (version >= 3.1) material { #end
	texture {
		lg_gold_chrome
	}
#if (version >= 3.1) } #end
#declare LDXColor334_slope = #if (version >= 3.1) material { #end
	texture {
		lg_gold_chrome
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor378) // Sand Green
#declare LDXColor378 = #if (version >= 3.1) material { #end
	texture {
		lg_sand_green
	}
#if (version >= 3.1) } #end
#declare LDXColor378_slope = #if (version >= 3.1) material { #end
	texture {
		lg_sand_green
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor379) // Sand Blue
#declare LDXColor379 = #if (version >= 3.1) material { #end
	texture {
		lg_sand_blue
	}
#if (version >= 3.1) } #end
#declare LDXColor379_slope = #if (version >= 3.1) material { #end
	texture {
		lg_sand_blue
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#ifndef (LDXColor383) // Chrome Silver
#declare LDXColor383 = #if (version >= 3.1) material { #end
	texture {
		lg_chrome
	}
#if (version >= 3.1) } #end
#declare LDXColor383_slope = #if (version >= 3.1) material { #end
	texture {
		lg_chrome
		#if (LDXQual > 1) normal { bumps 0.3 scale 25*0.02 } #end
	}
#if (version >= 3.1) } #end
#end

#include "lg_3024.inc" // Plate  1 x  1

#declare LDX_Colors_dot_ldr = union {
// Untitled
// Name: Colors.ldr
// Author: LDraw
// Unofficial Model
// ROTATION CENTER 0 0 0 1 "Custom"
// ROTATION CONFIG 0 0
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,-140,0,40>
		#if (version >= 3.1) material #else texture #end { LDXColor0 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,-100,0,40>
		#if (version >= 3.1) material #else texture #end { LDXColor1 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,-60,0,40>
		#if (version >= 3.1) material #else texture #end { LDXColor2 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,-20,0,40>
		#if (version >= 3.1) material #else texture #end { LDXColor4 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,20,0,40>
		#if (version >= 3.1) material #else texture #end { LDXColor6 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,60,0,40>
		#if (version >= 3.1) material #else texture #end { LDXColor7 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,-140,0,-80>
		#if (version >= 3.1) material #else texture #end { LDXColor71 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,-100,0,-80>
		#if (version >= 3.1) material #else texture #end { LDXColor72 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,100,0,40>
		#if (version >= 3.1) material #else texture #end { LDXColor8 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,-140,0,0>
		#if (version >= 3.1) material #else texture #end { LDXColor10 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,-100,0,0>
		#if (version >= 3.1) material #else texture #end { LDXColor14 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,-60,0,0>
		#if (version >= 3.1) material #else texture #end { LDXColor15 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,-20,0,0>
		#if (version >= 3.1) material #else texture #end { LDXColor70 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,20,0,0>
		#if (version >= 3.1) material #else texture #end { LDXColor78 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,60,0,0>
		#if (version >= 3.1) material #else texture #end { LDXColor28 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,100,0,0>
		#if (version >= 3.1) material #else texture #end { LDXColor19 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,-140,0,-40>
		#if (version >= 3.1) material #else texture #end { LDXColor288 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,-100,0,-40>
		#if (version >= 3.1) material #else texture #end { LDXColor320 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,-60,0,-40>
		#if (version >= 3.1) material #else texture #end { LDXColor272 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,-20,0,-40>
		#if (version >= 3.1) material #else texture #end { LDXColor378 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,20,0,-40>
		#if (version >= 3.1) material #else texture #end { LDXColor379 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,60,0,-40>
		#if (version >= 3.1) material #else texture #end { LDXColor334 }
	}
	object {
		lg_3024
		matrix <0,0,-25,-25,0,0,0,-25,0,0,0,0>
		LDXSeamMatrix(20, 12, 20, 0, 2, 0)
		matrix <1,0,0,0,1,0,0,0,1,100,0,-40>
		#if (version >= 3.1) material #else texture #end { LDXColor383 }
	}
#if (LDXRefls = 0)
	no_reflection
#end
#if (LDXShads = 0)
	no_shadow
#end
}

// Colors.ldr
object {
	LDX_Colors_dot_ldr
	#if (version >= 3.1) material #else texture #end { LDXColor7 }
}

// Floor
#if (LDXFloor != 0)
object {
	plane { LDXFloorAxis, LDXFloorLoc hollow }
	texture {
		pigment { color rgb <LDXFloorR,LDXFloorG,LDXFloorB> }
		finish { ambient LDXFloorAmb diffuse LDXFloorDif }
	}
}
#end

