-- glslfx version 0.1 // // Copyright 2016 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // --- This is what an import might look like. --- #import $TOOLS/hdSt/shaders/fallbackLighting.glslfx --- -------------------------------------------------------------------------- -- glsl Fallback.LightIntegrator #ifndef HD_HAS_integrateLights #define HD_HAS_integrateLights #endif struct LightingContribution { vec3 diffuse; }; struct LightingInterfaceProperties { float unused; }; LightingContribution integrateLightsDefault(vec4 Peye, vec3 Neye, LightingInterfaceProperties props) { vec3 n = normalize(Neye); LightingContribution result; result.diffuse = vec3(dot(n, vec3(0,0,1))); return result; } LightingContribution integrateLightsConstant(vec4 Peye, vec3 Neye, LightingInterfaceProperties props) { LightingContribution result; //pefectly diffuse white hemisphere contribution result.diffuse = vec3(1); return result; } -- glsl Fallback.Lighting LightingContribution integrateLights(vec4 Peye, vec3 Neye, LightingInterfaceProperties props); vec3 FallbackLighting(in vec3 Peye, in vec3 Neye, in vec3 color) { LightingInterfaceProperties props; LightingContribution light = integrateLights(vec4(Peye, 1), Neye, props); return color * light.diffuse; }