<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
  <asset />
  <library_images>
    <image id="RoomSpWallWindow00SP_Alb">
      <init_from>RoomSpWallWindow00SP_Alb.png</init_from>
    </image>
    <image id="RoomSpWallWindow00SP_Emi">
      <init_from>RoomSpWallWindow00SP_Emi.png</init_from>
    </image>
    <image id="RoomSpWallWindow00SP_Hgt">
      <init_from>RoomSpWallWindow00SP_Hgt.png</init_from>
    </image>
    <image id="RoomSpWallWindow00SP_Mix">
      <init_from>RoomSpWallWindow00SP_Mix.png</init_from>
    </image>
    <image id="RoomSpWallWindow00SP_Nrm">
      <init_from>RoomSpWallWindow00SP_Nrm.png</init_from>
    </image>
    <image id="RoomSpWallWindow00_Alb">
      <init_from>RoomSpWallWindow00_Alb.png</init_from>
    </image>
    <image id="RoomSpWallWindow00_Emi">
      <init_from>RoomSpWallWindow00_Emi.png</init_from>
    </image>
    <image id="RoomSpWallWindow00_Hgt">
      <init_from>RoomSpWallWindow00_Hgt.png</init_from>
    </image>
    <image id="RoomSpWallWindow00_Mix">
      <init_from>RoomSpWallWindow00_Mix.png</init_from>
    </image>
    <image id="RoomSpWallWindow00_Nrm">
      <init_from>RoomSpWallWindow00_Nrm.png</init_from>
    </image>
  </library_images>
  <library_materials>
    <material id="mDummyWall">
      <instance_effect url="#Effect_mDummyWall" />
    </material>
    <material id="mShadow">
      <instance_effect url="#Effect_mShadow" />
    </material>
  </library_materials>
  <library_effects>
    <effect id="Effect_mDummyWall">
      <profile_COMMON>
        <newparam sid="surface_mDummyWall-diffuse">
          <surface type="2D">
            <init_from>RoomSpWallWindow00_Alb</init_from>
            <format>A8R8G8B8</format>
          </surface>
        </newparam>
        <newparam sid="sampler_mDummyWall-diffuse">
          <sampler2D>
            <source>surface_mDummyWall-diffuse</source>
            <wrap_s>WRAP</wrap_s>
            <wrap_t>CLAMP</wrap_t>
          </sampler2D>
        </newparam>
        <newparam sid="surface_mDummyWall-bump">
          <surface type="2D">
            <init_from>RoomSpWallWindow00_Nrm</init_from>
            <format>A8R8G8B8</format>
          </surface>
        </newparam>
        <newparam sid="sampler_mDummyWall-bump">
          <sampler2D>
            <source>surface_mDummyWall-bump</source>
            <wrap_s>WRAP</wrap_s>
            <wrap_t>WRAP</wrap_t>
          </sampler2D>
        </newparam>
        <newparam sid="surface_mDummyWall-emission">
          <surface type="2D">
            <init_from>RoomSpWallWindow00_Emi</init_from>
            <format>A8R8G8B8</format>
          </surface>
        </newparam>
        <newparam sid="sampler_mDummyWall-emission">
          <sampler2D>
            <source>surface_mDummyWall-emission</source>
            <wrap_s>WRAP</wrap_s>
            <wrap_t>CLAMP</wrap_t>
          </sampler2D>
        </newparam>
        <newparam sid="surface_mDummyWall-specular">
          <surface type="2D">
            <init_from>RoomSpWallWindow00_Mix</init_from>
            <format>A8R8G8B8</format>
          </surface>
        </newparam>
        <newparam sid="sampler_mDummyWall-specular">
          <sampler2D>
            <source>surface_mDummyWall-specular</source>
            <wrap_s>WRAP</wrap_s>
            <wrap_t>CLAMP</wrap_t>
          </sampler2D>
        </newparam>
        <technique sid="common">
          <phong>
            <diffuse>
              <texture texture="sampler_mDummyWall-diffuse" texcoord="CHANNEL0" />
            </diffuse>
            <bump>
              <texture texture="sampler_mDummyWall-bump" texcoord="CHANNEL0" />
            </bump>
            <emission>
              <texture texture="sampler_mDummyWall-emission" texcoord="CHANNEL0" />
            </emission>
            <specular>
              <texture texture="sampler_mDummyWall-specular" texcoord="CHANNEL0" />
            </specular>
          </phong>
        </technique>
      </profile_COMMON>
    </effect>
    <effect id="Effect_mShadow">
      <profile_COMMON>
        <technique sid="common">
          <phong>
            <diffuse>
              <color sid="diffuse">1 1 1 1</color>
            </diffuse>
            <emission>
              <color sid="emission">0 0 0 1</color>
            </emission>
            <specular>
              <color sid="specular">0 0 0 1</color>
            </specular>
          </phong>
        </technique>
      </profile_COMMON>
    </effect>
  </library_effects>
  <library_geometries>
    <geometry id="Shadow__mShadow-mesh" name="Shadow__mShadow">
      <mesh>
        <source id="Shadow__mShadow-position">
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          <technique_common>
            <accessor source="#Shadow__mShadow-position-array" count="18" stride="3">
              <param name="X" type="float" />
              <param name="Y" type="float" />
              <param name="Z" type="float" />
            </accessor>
          </technique_common>
        </source>
        <source id="Shadow__mShadow-normal">
          <float_array id="Shadow__mShadow-normal-array" count="54">-0.888454 0.03913894 -0.4579256 -1 0 0 -1 0 0 -0.9452055 0 -0.3248532 -0.04109589 -0.05088063 -0.9980431 0.888454 0.03913894 -0.4579256 0 1 0 0 1 0 -0.05675147 0.06849315 -0.9960861 0.9452055 0 -0.3248532 1 0 0 1 0 0 0.04109589 -0.05088063 -0.9980431 0.05675147 0.06849315 -0.9960861 -0.630137 -0.776908 0 -0.630137 0.776908 0 0.630137 -0.776908 0 0.630137 0.776908 0</float_array>
          <technique_common>
            <accessor source="#Shadow__mShadow-normal-array" count="18" stride="3">
              <param name="X" type="float" />
              <param name="Y" type="float" />
              <param name="Z" type="float" />
            </accessor>
          </technique_common>
        </source>
        <vertices id="Shadow__mShadow-vertex">
          <input semantic="POSITION" source="#Shadow__mShadow-position" />
        </vertices>
        <triangles material="mShadow" count="22">
          <input semantic="VERTEX" source="#Shadow__mShadow-vertex" offset="0" />
          <input semantic="NORMAL" source="#Shadow__mShadow-normal" offset="1" />
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        </triangles>
      </mesh>
    </geometry>
    <geometry id="Wall__mDummyWall-mesh" name="Wall__mDummyWall">
      <mesh>
        <source id="Wall__mDummyWall-position">
          <float_array id="Wall__mDummyWall-position-array" count="24">-10 0 4.371139E-07 8 7 -3.496911E-07 -8 7 3.496911E-07 -8 20 3.496911E-07 10 0 -4.371139E-07 -10 40 4.371139E-07 8 20 -3.496911E-07 10 40 -4.371139E-07</float_array>
          <technique_common>
            <accessor source="#Wall__mDummyWall-position-array" count="8" stride="3">
              <param name="X" type="float" />
              <param name="Y" type="float" />
              <param name="Z" type="float" />
            </accessor>
          </technique_common>
        </source>
        <source id="Wall__mDummyWall-normal">
          <float_array id="Wall__mDummyWall-normal-array" count="24">0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1</float_array>
          <technique_common>
            <accessor source="#Wall__mDummyWall-normal-array" count="8" stride="3">
              <param name="X" type="float" />
              <param name="Y" type="float" />
              <param name="Z" type="float" />
            </accessor>
          </technique_common>
        </source>
        <source id="Wall__mDummyWall-texcoord">
          <float_array id="Wall__mDummyWall-texcoord-array" count="16">0 0 0.8980392 0.1764706 0.09803922 0.1764706 0.09803922 0.4980392 1 0 0 1 0.8980392 0.4980392 1 1</float_array>
          <technique_common>
            <accessor source="#Wall__mDummyWall-texcoord-array" count="8" stride="2">
              <param name="S" type="float" />
              <param name="T" type="float" />
            </accessor>
          </technique_common>
        </source>
        <vertices id="Wall__mDummyWall-vertex">
          <input semantic="POSITION" source="#Wall__mDummyWall-position" />
        </vertices>
        <triangles material="mDummyWall" count="8">
          <input semantic="VERTEX" source="#Wall__mDummyWall-vertex" offset="0" />
          <input semantic="NORMAL" source="#Wall__mDummyWall-normal" offset="1" />
          <input semantic="TEXCOORD" source="#Wall__mDummyWall-texcoord" offset="2" set="0" />
          <p>0 0 0 1 1 1 2 2 2 2 2 2 3 3 3 0 0 0 0 0 0 4 4 4 1 1 1 3 3 3 5 5 5 0 0 0 1 1 1 4 4 4 6 6 6 7 7 7 5 5 5 3 3 3 4 4 4 7 7 7 6 6 6 6 6 6 7 7 7 3 3 3 </p>
        </triangles>
      </mesh>
    </geometry>
  </library_geometries>
  <library_controllers>
    <controller id="Armature_Shadow__mShadow-mesh">
      <skin source="#Shadow__mShadow-mesh">
        <bind_shape_matrix>1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</bind_shape_matrix>
        <source id="Shadow__mShadow-mesh-joint">
          <Name_array id="Shadow__mShadow-mesh-joint-array" count="1">Root</Name_array>
          <technique_common>
            <accessor source="#Shadow__mShadow-mesh-joint-array" count="1" stride="1">
              <param name="JOINT" type="name" />
            </accessor>
          </technique_common>
        </source>
        <source id="Shadow__mShadow-mesh-inv_bind_matrix">
          <float_array id="Shadow__mShadow-mesh-inv_bind_matrix-array" count="16">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</float_array>
          <technique_common>
            <accessor source="#Shadow__mShadow-mesh-inv_bind_matrix-array" count="1" stride="16">
              <param name="TRANSFORM" type="float4x4" />
            </accessor>
          </technique_common>
        </source>
        <source id="Shadow__mShadow-mesh-weight">
          <float_array id="Shadow__mShadow-mesh-weight-array" count="1">1</float_array>
          <technique_common>
            <accessor source="#Shadow__mShadow-mesh-weight-array" count="1" stride="1">
              <param name="WEIGHT" type="float" />
            </accessor>
          </technique_common>
        </source>
        <joints>
          <input semantic="JOINT" source="#Shadow__mShadow-mesh-joint" />
          <input semantic="INV_BIND_MATRIX" source="#Shadow__mShadow-mesh-inv_bind_matrix" />
        </joints>
        <vertex_weights count="18">
          <input semantic="JOINT" source="#Shadow__mShadow-mesh-joint" offset="0" />
          <input semantic="WEIGHT" source="#Shadow__mShadow-mesh-weight" offset="1" />
          <vcount>1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 </vcount>
          <v>0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </v>
        </vertex_weights>
      </skin>
    </controller>
    <controller id="Armature_Wall__mDummyWall-mesh">
      <skin source="#Wall__mDummyWall-mesh">
        <bind_shape_matrix>1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</bind_shape_matrix>
        <source id="Wall__mDummyWall-mesh-joint">
          <Name_array id="Wall__mDummyWall-mesh-joint-array" count="1">Root</Name_array>
          <technique_common>
            <accessor source="#Wall__mDummyWall-mesh-joint-array" count="1" stride="1">
              <param name="JOINT" type="name" />
            </accessor>
          </technique_common>
        </source>
        <source id="Wall__mDummyWall-mesh-inv_bind_matrix">
          <float_array id="Wall__mDummyWall-mesh-inv_bind_matrix-array" count="16">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</float_array>
          <technique_common>
            <accessor source="#Wall__mDummyWall-mesh-inv_bind_matrix-array" count="1" stride="16">
              <param name="TRANSFORM" type="float4x4" />
            </accessor>
          </technique_common>
        </source>
        <source id="Wall__mDummyWall-mesh-weight">
          <float_array id="Wall__mDummyWall-mesh-weight-array" count="1">1</float_array>
          <technique_common>
            <accessor source="#Wall__mDummyWall-mesh-weight-array" count="1" stride="1">
              <param name="WEIGHT" type="float" />
            </accessor>
          </technique_common>
        </source>
        <joints>
          <input semantic="JOINT" source="#Wall__mDummyWall-mesh-joint" />
          <input semantic="INV_BIND_MATRIX" source="#Wall__mDummyWall-mesh-inv_bind_matrix" />
        </joints>
        <vertex_weights count="8">
          <input semantic="JOINT" source="#Wall__mDummyWall-mesh-joint" offset="0" />
          <input semantic="WEIGHT" source="#Wall__mDummyWall-mesh-weight" offset="1" />
          <vcount>1 1 1 1 1 1 1 1 </vcount>
          <v>0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 </v>
        </vertex_weights>
      </skin>
    </controller>
  </library_controllers>
  <library_visual_scenes>
    <visual_scene id="Scene" name="Scene">
      <node id="Armature" name="Armature" type="NODE">
        <matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
        <node id="Armature_Root" name="Root" sid="Root" type="JOINT">
          <matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
        </node>
      </node>
      <node id="Shadow__mShadow" name="Shadow__mShadow" type="NODE">
        <instance_controller url="#Armature_Shadow__mShadow-mesh">
          <skeleton>#Armature_Root</skeleton>
          <bind_material>
            <technique_common>
              <instance_material symbol="mShadow" target="#mShadow" />
              <bind_vertex_input semantic="CHANNEL0" input_semantic="TEXCOORD" input_set="0" />
              <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1" />
              <bind_vertex_input semantic="CHANNEL2" input_semantic="TEXCOORD" input_set="2" />
            </technique_common>
          </bind_material>
        </instance_controller>
      </node>
      <node id="Wall__mDummyWall" name="Wall__mDummyWall" type="NODE">
        <instance_controller url="#Armature_Wall__mDummyWall-mesh">
          <skeleton>#Armature_Root</skeleton>
          <bind_material>
            <technique_common>
              <instance_material symbol="mDummyWall" target="#mDummyWall" />
              <bind_vertex_input semantic="CHANNEL0" input_semantic="TEXCOORD" input_set="0" />
              <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1" />
              <bind_vertex_input semantic="CHANNEL2" input_semantic="TEXCOORD" input_set="2" />
            </technique_common>
          </bind_material>
        </instance_controller>
      </node>
    </visual_scene>
  </library_visual_scenes>
  <scene>
    <instance_visual_scene url="#Scene" />
  </scene>
</COLLADA>