-- 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/fallbackSurface.glslfx --- --- The fallback shader is used as a replacement shader if the --- original material shader failed to compile. It needs to --- define both the surfaceShader() and displacementShader() terminals. --- -- configuration { "techniques": { "default": { "displacementShader": { "source": [ "Fallback.Displacement" ] }, "surfaceShader": { "source": [ "Fallback.Surface" ] } } } } --- -------------------------------------------------------------------------- -- glsl Fallback.Surface vec4 surfaceShader(vec4 Peye, vec3 Neye, vec4 color, vec4 patchCoord) { // lighting color.rgb = FallbackLighting(Peye.xyz, Neye, color.rgb); return color; } --- -------------------------------------------------------------------------- -- glsl Fallback.Displacement vec4 displacementShader(int index, vec4 Peye, vec3 Neye, vec4 patchCoord) { return Peye; }