MatrixTransform : X3DGroupingNode {
  x3d-nodes-to-pascal: auto-generate-more true
  SFMatrix4f [in,out] matrix identity
}

CommonSurfaceShader :  X3DShaderNode {
  SFFloat         [in,out]     alphaFactor                      1
  SFInt32         [in,out]     alphaTextureId                   -1
  SFInt32         [in,out]     alphaTextureCoordinatesId        0
  SFString        [in,out]     alphaTextureChannelMask          "a"
  SFNode          [in,out]     alphaTexture                     NULL # [X3DTextureNode]

  SFVec3f         [in,out]     ambientFactor                    0.2 0.2 0.2
  SFInt32         [in,out]     ambientTextureId                 -1
  SFInt32         [in,out]     ambientTextureCoordinatesId      0
  SFString        [in,out]     ambientTextureChannelMask        "rgb"
  SFNode          [in,out]     ambientTexture                   NULL # [X3DTextureNode]

  SFVec3f         [in,out]     diffuseFactor                    0.8 0.8 0.8
  SFInt32         [in,out]     diffuseTextureId                 -1
  SFInt32         [in,out]     diffuseTextureCoordinatesId      0
  SFString        [in,out]     diffuseTextureChannelMask        "rgb"
  SFNode          [in,out]     diffuseTexture                   NULL # [X3DTextureNode]

  # Added in X3DOM
  SFNode          [in,out]     diffuseDisplacementTexture       NULL # [X3DTextureNode]

  # Added in X3DOM
  SFString        [in,out]     displacementAxis                 "y"
  SFFloat         [in,out]     displacementFactor               255.0
  SFInt32         [in,out]     displacementTextureId            -1
  SFInt32         [in,out]     displacementTextureCoordinatesId 0
  SFNode          [in,out]     displacementTexture              NULL # [X3DTextureNode]

  SFVec3f         [in,out]     emissiveFactor                   0 0 0
  SFInt32         [in,out]     emissiveTextureId                -1
  SFInt32         [in,out]     emissiveTextureCoordinatesId     0
  SFString        [in,out]     emissiveTextureChannelMask       "rgb"
  SFNode          [in,out]     emissiveTexture                  NULL # [X3DTextureNode]

  SFVec3f         [in,out]     environmentFactor                1 1 1
  SFInt32         [in,out]     environmentTextureId             -1
  SFInt32         [in,out]     environmentTextureCoordinatesId  0
  SFString        [in,out]     environmentTextureChannelMask    "rgb"
  SFNode          [in,out]     environmentTexture               NULL # [X3DEnvironmentTextureNode]

  # Added in X3DOM
  SFNode          [in,out]     multiDiffuseAlphaTexture             NULL # [X3DTextureNode]
  SFNode          [in,out]     multiEmmisiveAmbientIntensityTexture NULL # [X3DTextureNode]
  SFNode          [in,out]     multiSpecularShininessTexture        NULL # [X3DTextureNode]
  SFNode          [in,out]     multiVisibilityTexture               NULL # [X3DTextureNode]

  SFString        [in,out]     normalFormat                     "UNORM"   # ["UNORM"]
  SFString        [in,out]     normalSpace                      "TANGENT" # ["TANGENT"]
  SFInt32         [in,out]     normalTextureId                  -1
  SFInt32         [in,out]     normalTextureCoordinatesId       0
  SFString        [in,out]     normalTextureChannelMask         "rgb"
  SFVec3f         []           normalScale                      2 2 2
  SFVec3f         []           normalBias                       -1 -1 -1
  SFNode          [in,out]     normalTexture                    NULL # [X3DTextureNode]

  # Added in Castle Game Engine
  SFFloat         [in,out]     normalTextureParallaxHeight      0

  SFVec3f         [in,out]     reflectionFactor                 0 0 0
  SFInt32         [in,out]     reflectionTextureId              -1
  SFInt32         [in,out]     reflectionTextureCoordinatesId   0
  SFString        [in,out]     reflectionTextureChannelMask     "rgb"
  SFNode          [in,out]     reflectionTexture                NULL # [X3DTextureNode]

  SFFloat         [in,out]     shininessFactor                  0.2
  SFInt32         [in,out]     shininessTextureId               -1
  SFInt32         [in,out]     shininessTextureCoordinatesId    0
  SFString        [in,out]     shininessTextureChannelMask      "a"
  SFNode          [in,out]     shininessTexture                 NULL # [X3DTextureNode]

  SFVec3f         [in,out]     specularFactor                   0 0 0
  SFInt32         [in,out]     specularTextureId                -1
  SFInt32         [in,out]     specularTextureCoordinatesId     0
  SFString        [in,out]     specularTextureChannelMask       "rgb"
  SFNode          [in,out]     specularTexture                  NULL # [X3DTextureNode]

  SFVec3f         [in,out]     transmissionFactor               0 0 0
  SFInt32         [in,out]     transmissionTextureId            -1
  SFInt32         [in,out]     transmissionTextureCoordinatesId 0
  SFString        [in,out]     transmissionTextureChannelMask   "rgb"
  SFNode          [in,out]     transmissionTexture              NULL # [X3DTextureNode]

  # Additional fields (not in alphabetical order)

  # Affects how normal maps work
  SFInt32         [in,out]     tangentTextureCoordinatesId      -1
  SFInt32         [in,out]     binormalTextureCoordinatesId     -1

  # Affects how alphaTexture contents are treated
  SFBool          [in,out]     invertAlphaTexture               FALSE

  SFFloat         [in,out]     relativeIndexOfRefraction        1

  SFFloat         [in,out]     fresnelBlend                     0

  MFBool          []           textureTransformEnabled          [FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE]
}

ImageBackground : X3DBackgroundNode {
  SFColorRGBA [in,out] color     1 1 1 1
  SFNode      [in,out] texture   NULL                    # [X3DTextureNode]
  MFVec2f     [in,out] texCoords [ 0 0, 1 0, 1 1, 0 1 ]
}
