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	<id>https://www.planetside.co.uk/wiki/index.php?action=history&amp;feed=atom&amp;title=Shaders</id>
	<title>Shaders - Revision history</title>
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	<updated>2026-04-26T03:39:37Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://www.planetside.co.uk/wiki/index.php?title=Shaders&amp;diff=12158&amp;oldid=prev</id>
		<title>BFlasher at 18:50, 11 November 2018</title>
		<link rel="alternate" type="text/html" href="https://www.planetside.co.uk/wiki/index.php?title=Shaders&amp;diff=12158&amp;oldid=prev"/>
		<updated>2018-11-11T18:50:13Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 18:50, 11 November 2018&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Shaders are a familiar concept in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the &lt;/del&gt;computer graphics &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;industry &lt;/del&gt;and are used in many &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;other &lt;/del&gt;3D applications. Fundamentally, a shader &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;applies color and texture to &lt;/del&gt;a surface. In computer graphics terminology, a “shader” is the set of instructions that dictate how a particular surface will be shaded, including aspects like diffuse color, luminosity, specularity and reflectivity, transparency, displacement, and much more. Shaders often act on input from other elements of the scene such as light sources, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;determining &lt;/del&gt;the final color of the surface by combining lighting effects with base surface properties.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Shaders are a familiar concept in computer graphics and are used in many 3D applications. Fundamentally, a shader &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;controls the appearance of &lt;/ins&gt;a surface. In computer graphics terminology, a “shader” is the set of instructions that dictate how a particular surface will be shaded, including aspects like diffuse color, luminosity, specularity and reflectivity, transparency, displacement, and much more. Shaders often act on input from other elements of the scene such as light sources, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and determine &lt;/ins&gt;the final color of the surface by combining lighting effects with base surface properties.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;In &lt;/del&gt;Terragen&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, all scene elements are depicted as “nodes,” and virtually any node that applies to a surface is &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;shader. Shader nodes are &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;two primary types &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Terragen:&amp;#160; “compound nodes” and &amp;quot;function nodes.&amp;quot; The term “compound node” refers &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;shader nodes like the power fractal which encompass a great deal &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;functionality and internal complexity in a single node interface&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;While you won't see the term “compound node” used to refer &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;any specific node in the Terragen interface, it is &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;useful term to refer to nodes which are not function nodes and which have greater encapsulated functionality.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Terragen &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;provides &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;set &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;built-&lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;shaders that allow you &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;create many kinds &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;surfaces&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;These can be combined &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;create &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;wide variety &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;natural looking scenes&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;For users &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;more specialized requirements&lt;/ins&gt;, however&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;Terragen &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;also includes &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;ability &lt;/ins&gt;to use function nodes &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;to create &lt;/ins&gt;more specific and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;customized results&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Function nodes, on the other hand, are the most basic building blocks &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a shader, often times comprised of individual simplistic math operations such as add, subtract, sine, and cosine&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Experienced shader writers and those who have a firm grasp of how mathematics applies to computer graphics can use these individual functional components to build whole networks, &lt;/del&gt;with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;complex interactions that comprise surface shaders capable of producing unique and powerful effects. Function nodes are the building blocks that those who are experienced writing shaders in other applications may find most familiar&lt;/del&gt;, however Terragen &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;provides so-called compound nodes for &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;most often-used and important effects like simple surface shading with altitude control, or image mapping. As a beginner or intermediate Terragen user, you will seldom have need &lt;/del&gt;to use function nodes&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;. This capability is provided for those with unique requirements or who need &lt;/del&gt;more specific &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;control over their shader output &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;who have the appropriate knowledge and experience to effectively build shaders from scratch&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>BFlasher</name></author>
		
	</entry>
	<entry>
		<id>https://www.planetside.co.uk/wiki/index.php?title=Shaders&amp;diff=12117&amp;oldid=prev</id>
		<title>BFlasher at 21:34, 8 October 2018</title>
		<link rel="alternate" type="text/html" href="https://www.planetside.co.uk/wiki/index.php?title=Shaders&amp;diff=12117&amp;oldid=prev"/>
		<updated>2018-10-08T21:34:44Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 21:34, 8 October 2018&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Shaders are a familiar concept in the computer graphics industry and are used in many other 3D applications. Fundamentally, a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;“shader” does just what the name implies – it “shades” something, &lt;/del&gt;a surface &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;in your scene, where “shade” means literally “to apply color to&lt;/del&gt;.&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;” &lt;/del&gt;In computer graphics terminology, a “shader” is the set of instructions that dictate how a particular surface will be shaded, including aspects like diffuse color, luminosity, specularity and reflectivity, transparency, displacement, and much more. Shaders often act on input from other elements of the scene such as light sources, determining the final color of the surface by combining lighting effects with base surface properties.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Shaders are a familiar concept in the computer graphics industry and are used in many other 3D applications. Fundamentally, a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;shader applies color and texture to &lt;/ins&gt;a surface. In computer graphics terminology, a “shader” is the set of instructions that dictate how a particular surface will be shaded, including aspects like diffuse color, luminosity, specularity and reflectivity, transparency, displacement, and much more. Shaders often act on input from other elements of the scene such as light sources, determining the final color of the surface by combining lighting effects with base surface properties.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In Terragen, all scene elements are depicted as “nodes,” and virtually any node that applies to a surface is a shader. Shader nodes are of two primary types in Terragen:&amp;#160; “compound nodes” and &amp;quot;function nodes.&amp;quot; The term “compound node” refers to shader nodes like the power fractal which encompass a great deal of functionality and internal complexity in a single node interface. While you won't see the term “compound node” used to refer to any specific node in the Terragen interface, it is a useful term to refer to nodes which are not function nodes and which have greater encapsulated functionality.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In Terragen, all scene elements are depicted as “nodes,” and virtually any node that applies to a surface is a shader. Shader nodes are of two primary types in Terragen:&amp;#160; “compound nodes” and &amp;quot;function nodes.&amp;quot; The term “compound node” refers to shader nodes like the power fractal which encompass a great deal of functionality and internal complexity in a single node interface. While you won't see the term “compound node” used to refer to any specific node in the Terragen interface, it is a useful term to refer to nodes which are not function nodes and which have greater encapsulated functionality.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Function nodes, on the other hand, are the most basic building blocks of a shader, often times comprised of individual simplistic math operations such as add, subtract, sine, and cosine. Experienced shader writers and those who have a firm grasp of how mathematics applies to computer graphics can use these individual functional components to build whole networks, with complex interactions that comprise surface shaders capable of producing unique and powerful effects. Function nodes are the building blocks that those who are experienced writing shaders in other applications may find most familiar, however Terragen provides so-called compound nodes for the most often-used and important effects like simple surface shading with altitude control, or image mapping. As a beginner or intermediate Terragen user, you will seldom have need to use function nodes. This capability is provided for those with unique requirements or who need more specific control over their shader output and who have the appropriate knowledge and experience to effectively build shaders from scratch.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Function nodes, on the other hand, are the most basic building blocks of a shader, often times comprised of individual simplistic math operations such as add, subtract, sine, and cosine. Experienced shader writers and those who have a firm grasp of how mathematics applies to computer graphics can use these individual functional components to build whole networks, with complex interactions that comprise surface shaders capable of producing unique and powerful effects. Function nodes are the building blocks that those who are experienced writing shaders in other applications may find most familiar, however Terragen provides so-called compound nodes for the most often-used and important effects like simple surface shading with altitude control, or image mapping. As a beginner or intermediate Terragen user, you will seldom have need to use function nodes. This capability is provided for those with unique requirements or who need more specific control over their shader output and who have the appropriate knowledge and experience to effectively build shaders from scratch.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>BFlasher</name></author>
		
	</entry>
	<entry>
		<id>https://www.planetside.co.uk/wiki/index.php?title=Shaders&amp;diff=12116&amp;oldid=prev</id>
		<title>BFlasher: Created page with &quot;Shaders are a familiar concept in the computer graphics industry and are used in many other 3D applications. Fundamentally, a “shader” does just what the name implies –...&quot;</title>
		<link rel="alternate" type="text/html" href="https://www.planetside.co.uk/wiki/index.php?title=Shaders&amp;diff=12116&amp;oldid=prev"/>
		<updated>2018-10-08T21:22:48Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Shaders are a familiar concept in the computer graphics industry and are used in many other 3D applications. Fundamentally, a “shader” does just what the name implies –...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Shaders are a familiar concept in the computer graphics industry and are used in many other 3D applications. Fundamentally, a “shader” does just what the name implies – it “shades” something, a surface in your scene, where “shade” means literally “to apply color to.” In computer graphics terminology, a “shader” is the set of instructions that dictate how a particular surface will be shaded, including aspects like diffuse color, luminosity, specularity and reflectivity, transparency, displacement, and much more. Shaders often act on input from other elements of the scene such as light sources, determining the final color of the surface by combining lighting effects with base surface properties.&lt;br /&gt;
&lt;br /&gt;
In Terragen, all scene elements are depicted as “nodes,” and virtually any node that applies to a surface is a shader. Shader nodes are of two primary types in Terragen:  “compound nodes” and &amp;quot;function nodes.&amp;quot; The term “compound node” refers to shader nodes like the power fractal which encompass a great deal of functionality and internal complexity in a single node interface. While you won't see the term “compound node” used to refer to any specific node in the Terragen interface, it is a useful term to refer to nodes which are not function nodes and which have greater encapsulated functionality.&lt;br /&gt;
&lt;br /&gt;
Function nodes, on the other hand, are the most basic building blocks of a shader, often times comprised of individual simplistic math operations such as add, subtract, sine, and cosine. Experienced shader writers and those who have a firm grasp of how mathematics applies to computer graphics can use these individual functional components to build whole networks, with complex interactions that comprise surface shaders capable of producing unique and powerful effects. Function nodes are the building blocks that those who are experienced writing shaders in other applications may find most familiar, however Terragen provides so-called compound nodes for the most often-used and important effects like simple surface shading with altitude control, or image mapping. As a beginner or intermediate Terragen user, you will seldom have need to use function nodes. This capability is provided for those with unique requirements or who need more specific control over their shader output and who have the appropriate knowledge and experience to effectively build shaders from scratch.&lt;/div&gt;</summary>
		<author><name>BFlasher</name></author>
		
	</entry>
</feed>