This shader is based on Jacmoe's diffuse/normal/specular hardware skinning shader. Thanks to Jacmoe for posting that. Thanks to the help of toglia for the code allowing for two lights  and BSer and Jabberwocky for sharing their code for having an alpha channel in a shader.

Shader Model 2 Diffuse/Normal/Specular/Alpha with Hardware Skinning

Description

This shader is built on Jacmoe's hardware skinning with normal and specular channels. This shader adds an additional light and an alpha channel.
It should work with gpu's that support shader model 2 and above. A live Openspace scene is posted to: http://www.ifam.net/openspace/bakedspaceman/web/index.html. You need win os or linux running wine and the scol voyager plugin (from http://scolring.org/index.php/logiciels ) to view the scene. If the plugin is not installed on your system you will be prompted for an install. Openspace like Ogre is opensource. It uses the scol language to manipulate ogre and other environment components (windows, sounds, physics, etc.).

Advantages

One pass, hardware does the skinning, all your traditional 3d channels can be included.

Bugs and Disadvantages


You have to horizontally flip and then rotate the alpha channel image 90 degrees clockwise (or counterclockwise, if clockwise fails you) in order for the alpha to line up with the diffuse/normal/specular values. If your mesh uses the alpha channel and appears behind the sm2 glass shader I posted to the wiki, the diffuse(color) map must not be in jpg format, at least on my rinkydink intel HD Graphics 3000 onboard lenovo i3 laptop. If the diffuse map is in .png format, the mesh won't render behind the glass shader. question

Improvements

If you can figure out the alpha channel rotation problems, or add another light (or more), or add a hemispherical light, or an ao channel, if you can figure out how to get this shader to work on entities that don't use hardware skinning (i.e. entities that don't have skeletons), be my guest, especially if you don't go beyond the limited shader model 2 instruction count. It would also help if the .material could use hardware morph and pose animations.

colleagues: feel free to remove my commented out code, -h



Here are a couple of screenshots of a normal baked figure. The alpha channel has been horizontally flipped and rotated so that the mohawk alpha lines up with the mohawk specular, normal, and diffuse maps. Below the screenshots are an image of the uv space, the diffuse map, normal map, specular map, and that annoying rotated and flipped alpha map.
Image
Image
Image
Image
Image
Image
Image

Usage


The figure in the screenshots above uses the material named bodymaterial.


Material file

//vertex program declaraction to refer to hlsl file

vertex_program AnimatedNormalSpecular_VP hlsl
{
source animatedNormalSpecular.hlsl
entry_point main_vp
target vs_2_0
column_major_matrices false		//required for hlsl skinning

includes_skeletal_animation true

default_params
{
//param_named_auto worldviewprojmatrix worldviewproj_matrix
param_named_auto light_position light_position_object_space 0
//begin added code as per your post
param_named_auto light_position1 light_position_object_space 1
//end added code as per your post
param_named_auto eye_position camera_position_object_space

param_named_auto worldMatrix3x4Array world_matrix_array_3x4
param_named_auto viewProjectionMatrix viewproj_matrix
param_named_auto invworldmatrix inverse_world_matrix
}
}
//fragment program declaraction to refer to hlsl file

fragment_program AnimatedNormalSpecular_FP hlsl
{
	source animatedNormalSpecular.hlsl
	entry_point main_fp
	target ps_2_0

	default_params
	{
		param_named_auto lightDiffuse light_diffuse_colour 0
		param_named_auto ambientLight ambient_light_colour 0
		param_named_auto specularLight light_specular_colour 0
		 //begin added code as per your post
		param_named_auto lightDiffuse1 light_diffuse_colour 1
		param_named_auto specularLight1 light_specular_colour 1
		 //end added code as per your post
		param_named specular_power float 124
		param_named bumpiness float 1
	}
}

// Same as below, but for use when rendering texture shadows
vertex_program HardwareSkinningFourWeightsShadowCasterHLSL hlsl
{
	source Example_Basic.hlsl
	entry_point hardwareSkinningFourWeights_vp
	target vs_1_1
	includes_skeletal_animation true
	column_major_matrices false
}





material bodymaterial
{	
	
technique
	{
		pass Single Pass
		{
			scene_blend alpha_blend
			cull_hardware none
			cull_software none
			
			//this part is in the ogre samples somewhere
		
			shadow_caster_vertex_program_ref HardwareSkinningFourWeightsShadowCasterHLSL
			{
				param_named_auto worldMatrix3x4Array world_matrix_array_3x4
				param_named_auto viewProjectionMatrix viewproj_matrix
				param_named_auto ambient ambient_light_colour
			
			}
			
			
			vertex_program_ref AnimatedNormalSpecular_VP
			{
			}

			fragment_program_ref AnimatedNormalSpecular_FP
			{
			}
		

		

			//diffuse map with alpha channel
			texture_unit
			{
				texture_alias base_map
				texture bodycolor.png
				filtering linear linear linear
			}

			//normal map
			texture_unit
			{
				texture_alias bump_map
				texture dannormalmap.png
				//texture blendernormalbake.png
				filtering linear linear linear
			}

		 // specular map
			 texture_unit specular_map
			 {
				texture_alias specular_map
				texture danspecular.png
			 }
		
		 // alhpa map
			 texture_unit alpha_map
			 {
				texture_alias alpha_map
				texture torsosalpha.png
			 }

		}

	}
}

material hairmaterial

{	
	
technique
	{
		pass Single Pass
		{
			scene_blend alpha_blend
			cull_hardware none
			cull_software none
			
			//this part is in the ogre samples somewhere
		
			shadow_caster_vertex_program_ref HardwareSkinningFourWeightsShadowCasterHLSL
			{
				param_named_auto worldMatrix3x4Array world_matrix_array_3x4
				param_named_auto viewProjectionMatrix viewproj_matrix
				param_named_auto ambient ambient_light_colour
			
			}
			
			
			vertex_program_ref AnimatedNormalSpecular_VP
			{
			}

			fragment_program_ref AnimatedNormalSpecular_FP
			{
			}
		

		

			//diffuse map with alpha channel
			texture_unit
			{
				texture_alias base_map
				texture mohawkcolor.jpg
				filtering linear linear linear
			}

			//normal map
			texture_unit
			{
				texture_alias bump_map
				texture mohawknormalmap.jpg
				//texture blendernormalbake.png
				filtering linear linear linear
			}

		 // specular map
			 texture_unit specular_map
			 {
				
				texture_alias specular_map
				texture mohawkspecular.jpg
			 }
		
	
		// alpha_map
			 texture_unit alpha_map
			 {
				
				texture_alias alpha_map
				texture mohawkalpha.jpg
			 }
		
	
		}

	}
}

Here are the .hlsl files referenced in the .material file. I have included all of them here:
Example_Basic.hlsl:

!/*
  Basic ambient lighting vertex program
*/
void ambientOneTexture_vp(float4 position : POSITION,
						  float2 uv		  : TEXCOORD0,
						  
						  out float4 oPosition : POSITION,
						  out float2 oUv	   : TEXCOORD0,
						  out float4 colour    : COLOR,

						  uniform float4x4 worldViewProj,
						  uniform float4 ambient)
{
	oPosition = mul(worldViewProj, position);
	oUv = uv;
	colour = ambient;
}

/*
  Single-weight-per-vertex hardware skinning, 2 lights
  The trouble with vertex programs is they're not general purpose, but
  fixed function hardware skinning is very poorly supported
*/
void hardwareSkinningOneWeight_vp(
	float4 position : POSITION,
	float3 normal   : NORMAL,
	float2 uv       : TEXCOORD0,
	float  blendIdx : BLENDINDICES,
	

	out float4 oPosition : POSITION,
	out float2 oUv       : TEXCOORD0,
	out float4 colour           : COLOR,
	// Support up to 24 bones of float3x4
	// vs_1_1 only supports 96 params so more than this is not feasible
	uniform float3x4   worldMatrix3x4Array[24],
	uniform float4x4 viewProjectionMatrix,
	uniform float4   lightPos[2],
	uniform float4   lightDiffuseColour[2],
	uniform float4   ambient)
{
	// transform by indexed matrix
	float4 blendPos = float4(mul(worldMatrix3x4Array[blendIdx], position).xyz, 1.0);
	// view / projection
	oPosition = mul(viewProjectionMatrix, blendPos);
	// transform normal
	float3 norm = mul((float3x3)worldMatrix3x4Array[blendIdx], normal);
	// Lighting - support point and directional
	float3 lightDir0 = 	normalize(
		lightPos[0].xyz -  (blendPos.xyz * lightPos[0].w));
	float3 lightDir1 = 	normalize(
		lightPos[1].xyz -  (blendPos.xyz * lightPos[1].w));

	oUv = uv;
	colour = ambient + 
		(saturate(dot(lightDir0, norm)) * lightDiffuseColour[0]) + 
		(saturate(dot(lightDir1, norm)) * lightDiffuseColour[1]);
	
}	

/*
  Single-weight-per-vertex hardware skinning, shadow-caster pass
*/
void hardwareSkinningOneWeightCaster_vp(
	float4 position : POSITION,
	float3 normal   : NORMAL,
	float  blendIdx : BLENDINDICES,
	

	out float4 oPosition : POSITION,
	out float4 colour    : COLOR,
	// Support up to 24 bones of float3x4
	// vs_1_1 only supports 96 params so more than this is not feasible
	uniform float3x4   worldMatrix3x4Array[24],
	uniform float4x4 viewProjectionMatrix,
	uniform float4   ambient)
{
	// transform by indexed matrix
	float4 blendPos = float4(mul(worldMatrix3x4Array[blendIdx], position).xyz, 1.0);
	// view / projection
	oPosition = mul(viewProjectionMatrix, blendPos);
	
	colour = ambient;
	
}	

/*
  Two-weight-per-vertex hardware skinning, 2 lights
  The trouble with vertex programs is they're not general purpose, but
  fixed function hardware skinning is very poorly supported
*/
void hardwareSkinningTwoWeights_vp(
	float4 position : POSITION,
	float3 normal   : NORMAL,
	float2 uv       : TEXCOORD0,
	float4 blendIdx : BLENDINDICES,
	float4 blendWgt : BLENDWEIGHT,
	

	out float4 oPosition : POSITION,
	out float2 oUv       : TEXCOORD0,
	out float4 colour           : COLOR,
	// Support up to 24 bones of float3x4
	// vs_1_1 only supports 96 params so more than this is not feasible
	uniform float3x4   worldMatrix3x4Array[24],
	uniform float4x4 viewProjectionMatrix,
	uniform float4   lightPos[2],
	uniform float4   lightDiffuseColour[2],
	uniform float4   ambient)
{
	// transform by indexed matrix
	float4 blendPos = float4(0,0,0,0);
	int i;
	for (i = 0; i < 2; ++i)
	{
		blendPos += float4(mul(worldMatrix3x4Array[blendIdx[i]], position).xyz, 1.0) * blendWgt[i];
	}
	// view / projection
	oPosition = mul(viewProjectionMatrix, blendPos);
	// transform normal
	float3 norm = float3(0,0,0);
	for (i = 0; i < 2; ++i)
	{
		norm += mul((float3x3)worldMatrix3x4Array[blendIdx[i]], normal) * 
		blendWgt[i];
	}
	norm = normalize(norm);
	// Lighting - support point and directional
	float3 lightDir0 = 	normalize(
		lightPos[0].xyz -  (blendPos.xyz * lightPos[0].w));
	float3 lightDir1 = 	normalize(
		lightPos[1].xyz -  (blendPos.xyz * lightPos[1].w));

	
	oUv = uv;
	colour = ambient + 
		(saturate(dot(lightDir0, norm)) * lightDiffuseColour[0]) + 
		(saturate(dot(lightDir1, norm)) * lightDiffuseColour[1]);
	
}

/*
  Two-weight-per-vertex hardware skinning, shadow caster pass
*/
void hardwareSkinningTwoWeightsCaster_vp(
	float4 position : POSITION,
	float3 normal   : NORMAL,
	float2 uv       : TEXCOORD0,
	float4 blendIdx : BLENDINDICES,
	float4 blendWgt : BLENDWEIGHT,
	

	out float4 oPosition : POSITION,
	out float4 colour           : COLOR,
	// Support up to 24 bones of float3x4
	// vs_1_1 only supports 96 params so more than this is not feasible
	uniform float3x4   worldMatrix3x4Array[24],
	uniform float4x4 viewProjectionMatrix,
	uniform float4   ambient)
{
	// transform by indexed matrix
	float4 blendPos = float4(0,0,0,0);
	int i;
	for (i = 0; i < 2; ++i)
	{
		blendPos += float4(mul(worldMatrix3x4Array[blendIdx[i]], position).xyz, 1.0) * blendWgt[i];
	}
	// view / projection
	oPosition = mul(viewProjectionMatrix, blendPos);
	

	colour = ambient;
		
	
}


/*
  Four-weight-per-vertex hardware skinning, 2 lights
  The trouble with vertex programs is they're not general purpose, but
  fixed function hardware skinning is very poorly supported
*/
void hardwareSkinningFourWeights_vp(
	float4 position : POSITION,
	float3 normal   : NORMAL,
	float2 uv       : TEXCOORD0,
	float4 blendIdx : BLENDINDICES,
	float4 blendWgt : BLENDWEIGHT,
	

	out float4 oPosition : POSITION,
	out float2 oUv       : TEXCOORD0,
	out float4 colour           : COLOR,
	// Support up to 24 bones of float3x4
	// vs_1_1 only supports 96 params so more than this is not feasible
	uniform float3x4   worldMatrix3x4Array[24],
	uniform float4x4 viewProjectionMatrix,
	uniform float4   lightPos[2],
	uniform float4   lightDiffuseColour[2],
	uniform float4   ambient)
{
	// transform by indexed matrix
	float4 blendPos = float4(0,0,0,0);
	int i;
	for (i = 0; i < 4; ++i)
	{
		blendPos += float4(mul(worldMatrix3x4Array[blendIdx[i]], position).xyz, 1.0) * blendWgt[i];
	}
	// view / projection
	oPosition = mul(viewProjectionMatrix, blendPos);
	// transform normal
	float3 norm = float3(0,0,0);
	for (i = 0; i < 4; ++i)
	{
		norm += mul((float3x3)worldMatrix3x4Array[blendIdx[i]], normal) * 
		blendWgt[i];
	}
	norm = normalize(norm);
	// Lighting - support point and directional
	float3 lightDir0 = 	normalize(
		lightPos[0].xyz -  (blendPos.xyz * lightPos[0].w));
	float3 lightDir1 = 	normalize(
		lightPos[1].xyz -  (blendPos.xyz * lightPos[1].w));

	
	oUv = uv;
	colour = ambient + 
		(saturate(dot(lightDir0, norm)) * lightDiffuseColour[0]) + 
		(saturate(dot(lightDir1, norm)) * lightDiffuseColour[1]);
	
}

void hardwareMorphAnimation(float3 pos1 : POSITION,
			  float4 normal		: NORMAL,
			  float2 uv		  : TEXCOORD0,
			  float3 pos2	  : TEXCOORD1,
						  
			  out float4 oPosition : POSITION,
			  out float2 oUv	   : TEXCOORD0,
			  out float4 colour    : COLOR,

			  uniform float4x4 worldViewProj, 
			  uniform float4 anim_t)
{
	// interpolate
	float4 interp = float4(pos1 + anim_t.x*(pos2 - pos1), 1.0f);
	
	oPosition = mul(worldViewProj, interp);
	oUv = uv;
	colour = float4(1,0,0,1);
}

void hardwarePoseAnimation(float3 pos : POSITION,
			  float4 normal		: NORMAL,
			  float2 uv		  : TEXCOORD0,
			  float3 pose1	  : TEXCOORD1,
			  float3 pose2	  : TEXCOORD2,
						  
			  out float4 oPosition : POSITION,
			  out float2 oUv	   : TEXCOORD0,
			  out float4 colour    : COLOR,

			  uniform float4x4 worldViewProj, 
			  uniform float4 anim_t)
{
	// interpolate
	float4 interp = float4(pos + anim_t.x*pose1 + anim_t.y*pose2, 1.0f);
	
	oPosition = mul(worldViewProj, interp);
	oUv = uv;
	colour = float4(1,0,0,1);
}

Here is animatedNormalSpecular.hlsl:

!!void main_vp(    
     float4 position : POSITION,
     float2 uv       : TEXCOORD0, 
     float3 normal   : NORMAL,
     float3 tangent  : TANGENT0,
 
     float4 blendIdx : BLENDINDICES,
     float4 blendWgt : BLENDWEIGHT,
     out float4 oPosition    : POSITION,
     out float2 oUV          : TEXCOORD0,
     out float3 oLightVector : TEXCOORD1,
     out float3 oHalfAngle   : TEXCOORD2,
     out float3 oLightVector1 : TEXCOORD3,
     uniform float4x4 worldviewprojmatrix,
     uniform float4   light_position,

      uniform float4 light_position1,
     
     uniform float4   eye_position,
     uniform float3x4 worldMatrix3x4Array[60],
     uniform float4x4 viewProjectionMatrix,
     uniform float4x4 invworldmatrix
  ) {
     
     oUV = uv;   
 
     
     float4 blendPos = float4(0,0,0,0);
     int i;
     for (i = 0; i < 3; ++i)
     {
         blendPos += float4(mul(worldMatrix3x4Array[blendIdx[i]], position).xyz, 1.0) * blendWgt[i];
     }
     // view / projection
     oPosition = mul(viewProjectionMatrix, blendPos);
 
 
     // transform normal
     float3 newnormal = float3(0,0,0);
     for (i = 0; i < 3; ++i)
     {
         newnormal += mul((float3x3)worldMatrix3x4Array[blendIdx[i]], normal) *      blendWgt[i];
     }
     newnormal = mul((float3x3)invworldmatrix, newnormal); 
     newnormal = normalize(newnormal);
 
     // transform tangent
     float3 newtangent = float3(0,0,0);
     for (i = 0; i < 3; ++i)
     {
         newtangent += mul((float3x3)worldMatrix3x4Array[blendIdx[i]], tangent) *      blendWgt[i];
     }
     newtangent = mul((float3x3)invworldmatrix, newtangent); 
     newtangent = normalize(newtangent);
 
 
 
 
     float3 binormal = cross(newtangent, newnormal);
     float3x3 rotation = float3x3(newtangent, binormal, newnormal);
 
     // Calculate the light vector in object space,
     // and then transform it into texture space.
     float3 temp_lightDir0 = normalize(light_position.xyz -  (blendPos * light_position.w));
     temp_lightDir0 = normalize(mul(rotation, temp_lightDir0));
     oLightVector = temp_lightDir0;
      //begin added code as per your post
     float3 temp_lightDir1 = normalize(light_position1.xyz -  (blendPos * light_position1.w));
     temp_lightDir1 = normalize(mul(rotation, temp_lightDir1));
     oLightVector1 = temp_lightDir1;
      //end added code as per your post
 
 
     // Calculate the view vector in object space,
     // and then transform it into texture space.
     float3 eyeDir = normalize(eye_position - blendPos);
     eyeDir = normalize(mul(rotation, eyeDir.xyz));
 
     // Calculate the half angle
     oHalfAngle = oLightVector + eyeDir;
 
 }
 
 
 
 
 
 float4 lightDiffuse ;
 float4 ambientLight;
 //begin added code as per your post
 float4 lightDiffuse1;
 float4 specularLight1;
 //end added code as per your post
 float4 specularLight;
 float specular_power;
 float bumpiness;
 sampler base_map;
 sampler bump_map;
 sampler specular_map;
 sampler alpha_map;
 
 struct PS_INPUT_STRUCT
 {
    float2 uv:     TEXCOORD0;
    float3 light_vector: TEXCOORD1;
    float3 half_angle:   TEXCOORD2;
    //begin added  code as per your post
    float3 light_vector1: TEXCOORD3;
    //end added  code as per your post
 };
 
 struct PS_OUTPUT_STRUCT
 {
    float4 color0:       COLOR0;
 };
 
 PS_OUTPUT_STRUCT main_fp( PS_INPUT_STRUCT psInStruct )
 {
    PS_OUTPUT_STRUCT psOutStruct; 
 
   float3 base = tex2D( base_map, psInStruct.uv );
   float3 bump = tex2D( bump_map, psInStruct.uv );
   float specularLevel = tex2D(specular_map, psInStruct.uv).r;
 
   //normalise
   float3 normalized_light_vector = normalize( psInStruct.light_vector );
   float3 normalized_half_angle = normalize( psInStruct.half_angle );
   
   //begin added  code as per your post
   float3 normalized_light_vector1 = normalize( psInStruct.light_vector1);
   float4 n_dot_l1 = dot( bump, normalized_light_vector1);
    //end added  code as per your post
    
   // "Smooth out" the bump based on the bumpiness parameter.
   // This is simply a linear interpolation between a "flat"
   // normal and a "bumped" normal.  Note that this "flat"
   // normal is based on the texture space coordinate basis.
   float3 smooth = { 0.5f, 0.5f, 1.0f };
   bump = lerp( smooth, bump, bumpiness );
   bump = normalize( ( bump * 2.0f ) - 1.0f );
 
   // These dot products are used for the lighting model
   // equations.  The surface normal dotted with the light
   // vector is denoted by n_dot_l.  The normal vector
   // dotted with the half angle vector is denoted by n_dot_h.
   float4 n_dot_l = dot( bump, normalized_light_vector );
   float4 n_dot_h = dot( bump, normalized_half_angle );
 
   // Calculate the resulting pixel color,
   // based on our lighting model.
   // Ambient + Diffuse + Specular
   //begin channges as per your post
psOutStruct.color0.rgb =
( base * ambientLight) +
( base * lightDiffuse * max( 0, n_dot_l ) ) +
( base * lightDiffuse1 * max( 0, n_dot_l1 ) ) +
( specularLight * specularLevel * pow( max( 0, n_dot_h ), specular_power ) )+
( specularLight1 * specularLevel * pow( max( 0, n_dot_h ), specular_power ) );
   //end channges as per your post

//psOutStruct.color0.a = 1.0f; //** Set the alpha component manually
psOutStruct.color0.a = tex2D (alpha_map, psInStruct.uv.yx);
    if (psOutStruct.color0.a < 0.2 ) 
    {
       discard;
    }
   return psOutStruct;
 }






Alias: SM 2 Multi Channel Figure Shader

<HR>
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The above rights may be exercised in all media and formats whether now known or hereafter devised. The above rights include the right to make such modifications as are technically necessary to exercise the rights in other media and formats. All rights not expressly granted by Licensor are hereby reserved.

4. Restrictions

The license granted in Section 3 above is expressly made subject to and limited by the following restrictions:

  • You may distribute, publicly display, publicly perform, or publicly digitally perform the Work only under the terms of this License, and You must include a copy of, or the Uniform Resource Identifier for, this License with every copy or phonorecord of the Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Work that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder. You may not sublicense the Work. You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Work itself to be made subject to the terms of this License. If You create a Collective Work, upon notice from any Licensor You must, to the extent practicable, remove from the Collective Work any credit as required by clause 4(c), as requested. If You create a Derivative Work, upon notice from any Licensor You must, to the extent practicable, remove from the Derivative Work any credit as required by clause 4(c), as requested.
  • You may distribute, publicly display, publicly perform, or publicly digitally perform a Derivative Work only under the terms of this License, a later version of this License with the same License Elements as this License, or a Creative Commons iCommons license that contains the same License Elements as this License (e.g. Attribution-ShareAlike 2.5 Japan). You must include a copy of, or the Uniform Resource Identifier for, this License or other license specified in the previous sentence with every copy or phonorecord of each Derivative Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Derivative Works that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder, and You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Derivative Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Derivative Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Derivative Work itself to be made subject to the terms of this License.
  • If you distribute, publicly display, publicly perform, or publicly digitally perform the Work or any Derivative Works or Collective Works, You must keep intact all copyright notices for the Work and provide, reasonable to the medium or means You are utilizing: (i) the name of the Original Author (or pseudonym, if applicable) if supplied, and/or (ii) if the Original Author and/or Licensor designate another party or parties (e.g. a sponsor institute, publishing entity, journal) for attribution in Licensor's copyright notice, terms of service or by other reasonable means, the name of such party or parties; the title of the Work if supplied; to the extent reasonably practicable, the Uniform Resource Identifier, if any, that Licensor specifies to be associated with the Work, unless such URI does not refer to the copyright notice or licensing information for the Work; and in the case of a Derivative Work, a credit identifying the use of the Work in the Derivative Work (e.g., "French translation of the Work by Original Author," or "Screenplay based on original Work by Original Author"). Such credit may be implemented in any reasonable manner; provided, however, that in the case of a Derivative Work or Collective Work, at a minimum such credit will appear where any other comparable authorship credit appears and in a manner at least as prominent as such other comparable authorship credit.

5. Representations, Warranties and Disclaimer

UNLESS OTHERWISE AGREED TO BY THE PARTIES IN WRITING, LICENSOR OFFERS THE WORK AS-IS AND MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY KIND CONCERNING THE MATERIALS, EXPRESS, IMPLIED, STATUTORY OR OTHERWISE, INCLUDING, WITHOUT LIMITATION, WARRANTIES OF TITLE, MERCHANTIBILITY, FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT, OR THE ABSENCE OF LATENT OR OTHER DEFECTS, ACCURACY, OR THE PRESENCE OF ABSENCE OF ERRORS, WHETHER OR NOT DISCOVERABLE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO SUCH EXCLUSION MAY NOT APPLY TO YOU.

6. Limitation on Liability.

EXCEPT TO THE EXTENT REQUIRED BY APPLICABLE LAW, IN NO EVENT WILL LICENSOR BE LIABLE TO YOU ON ANY LEGAL THEORY FOR ANY SPECIAL, INCIDENTAL, CONSEQUENTIAL, PUNITIVE OR EXEMPLARY DAMAGES ARISING OUT OF THIS LICENSE OR THE USE OF THE WORK, EVEN IF LICENSOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

7. Termination

  • This License and the rights granted hereunder will terminate automatically upon any breach by You of the terms of this License. Individuals or entities who have received Derivative Works or Collective Works from You under this License, however, will not have their licenses terminated provided such individuals or entities remain in full compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will survive any termination of this License.
  • Subject to the above terms and conditions, the license granted here is perpetual (for the duration of the applicable copyright in the Work). Notwithstanding the above, Licensor reserves the right to release the Work under different license terms or to stop distributing the Work at any time; provided, however that any such election will not serve to withdraw this License (or any other license that has been, or is required to be, granted under the terms of this License), and this License will continue in full force and effect unless terminated as stated above.

8. Miscellaneous

  • Each time You distribute or publicly digitally perform the Work or a Collective Work, the Licensor offers to the recipient a license to the Work on the same terms and conditions as the license granted to You under this License.
  • Each time You distribute or publicly digitally perform a Derivative Work, Licensor offers to the recipient a license to the original Work on the same terms and conditions as the license granted to You under this License.
  • If any provision of this License is invalid or unenforceable under applicable law, it shall not affect the validity or enforceability of the remainder of the terms of this License, and without further action by the parties to this agreement, such provision shall be reformed to the minimum extent necessary to make such provision valid and enforceable.
  • No term or provision of this License shall be deemed waived and no breach consented to unless such waiver or consent shall be in writing and signed by the party to be charged with such waiver or consent.
  • This License constitutes the entire agreement between the parties with respect to the Work licensed here. There are no understandings, agreements or representations with respect to the Work not specified here. Licensor shall not be bound by any additional provisions that may appear in any communication from You. This License may not be modified without the mutual written agreement of the Licensor and You.