// Copyright (C) 1997-2006 Autodesk, Inc., and/or its licensors.
// All rights reserved.
//
// The coded instructions, statements, computer programs, and/or related
// material (collectively the "Data") in these files contain unpublished
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// which is protected by U.S. and Canadian federal copyright law and by
// international treaties.
//
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// modify, and incorporate this Data into other products for purposes authorized 
// by the Autodesk software license agreement, without fee.
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//
//  Alias Script File
//
//  Procedure Name: AEmib_illum_ward_derivTemplate
//
//  Description Name;
//	Creates the attribute editor controls for the mib_illum_ward_deriv Nodes
//
//  Input Value:
//	nodeName 
//
//  Output Value:
//	None
//

global proc AEmib_illum_ward_derivTemplate ( string $nodeName )
{
	AEswatchDisplay $nodeName;
	editorTemplate -beginScrollLayout;

	editorTemplate -beginLayout (uiRes("m_AEmib_illum_ward_derivTemplate.kShading"))
		-collapse 0;

		editorTemplate -addControl "ambience";
		editorTemplate -addControl "ambient";
		editorTemplate -addControl "diffuse";
		editorTemplate -addControl "glossy";
		editorTemplate -addControl "shiny_u";
		editorTemplate -addControl "shiny_v";
		
	editorTemplate -endLayout;

	// Lights
	editorTemplate -beginLayout (uiRes("m_AEmib_illum_ward_derivTemplate.kLightLinking"))
		-collapse 1;

		editorTemplate -label (uiRes("m_AEmib_illum_ward_derivTemplate.kMode")) -addControl "mode";

		// I18N_TODO Do not tag or capitalize this label string!! See bug 254438...
		//
		editorTemplate -label "lights" -addControl "lights";

	editorTemplate -endLayout;

	// Hardware texturing parameters
	editorTemplate -beginLayout (uiRes("m_AEmib_illum_ward_derivTemplate.kHardwareTexturing"))  -collapse true;
		AEhardwareTextureTemplate $nodeName
			("ambient diffuse glossy");
	editorTemplate -endLayout;

	// include/call base class/node attributes
	AEdependNodeTemplate $nodeName;

	editorTemplate -addExtraControls;

	editorTemplate -endScrollLayout;
}
