-- glslfx version 0.1 // // Copyright 2017 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/lighting.glslfx --- -------------------------------------------------------------------------- -- glsl Lighting.Default #ifdef HD_HAS_integrateLights #ifndef HD_HAS_definedIntegrateLights #define HD_HAS_definedIntegrateLights LightingContribution integrateLights(vec4 Peye, vec3 Neye, LightingInterfaceProperties props) { return integrateLightsDefault(Peye, Neye, props); } #endif // HD_HAS_definedIntegrateLights #endif --- -------------------------------------------------------------------------- -- glsl Lighting.Constant #ifdef HD_HAS_integrateLights #ifndef HD_HAS_definedIntegrateLights #define HD_HAS_definedIntegrateLights LightingContribution integrateLights(vec4 Peye, vec3 Neye, LightingInterfaceProperties props) { return integrateLightsConstant(Peye, Neye, props); } #endif // HD_HAS_definedIntegrateLights #endif