-- glslfx version 0.1 // // Copyright 2019 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. // -- configuration { "techniques": { "default": { "surfaceShader": { "source": ["Surface.Fallback"] } } }, "parameters": { "textureXPos" : { "default": [0.18, 0.18, 0.18, 1.0] }, "textureXNeg" : { "default": [0.18, 0.18, 0.18, 1.0] }, "textureYPos" : { "default": [0.18, 0.18, 0.18, 1.0] }, "textureYNeg" : { "default": [0.18, 0.18, 0.18, 1.0] }, "textureZPos" : { "default": [0.18, 0.18, 0.18, 1.0] }, "textureZNeg" : { "default": [0.18, 0.18, 0.18, 1.0] }, "activeTexCard" : { "default": 0 } } } --- -------------------------------------------------------------------------- -- glsl Surface.Fallback vec4 surfaceShader(vec4 Peye, vec3 Neye, vec4 color, vec4 patchCoord) { // Texture assignment values, from drawModeAdapter.cpp's AxesMask. const int X_POS = 1; const int Y_POS = 2; const int Z_POS = 4; const int X_NEG = 8; const int Y_NEG = 16; const int Z_NEG = 32; vec4 diffuse = color; const int texAssign = HdGet_activeTexCard(); if (texAssign == X_POS) { #ifdef HD_HAS_textureXPos diffuse = HdGet_textureXPos(); #endif } else if (texAssign == X_NEG) { #ifdef HD_HAS_textureXNeg diffuse = HdGet_textureXNeg(); #endif } else if (texAssign == Y_POS) { #ifdef HD_HAS_textureYPos diffuse = HdGet_textureYPos(); #endif } else if (texAssign == Y_NEG) { #ifdef HD_HAS_textureYNeg diffuse = HdGet_textureYNeg(); #endif } else if (texAssign == Z_POS) { #ifdef HD_HAS_textureZPos diffuse = HdGet_textureZPos(); #endif } else if (texAssign == Z_NEG) { #ifdef HD_HAS_textureZNeg diffuse = HdGet_textureZNeg(); #endif } // Apply selection pre-lighting diffuse.rgb = ApplyColorOverrides(diffuse.rgbb).rgb; color.rgb = FallbackLighting(Peye.xyz, Neye, diffuse.rgb); color.a = diffuse.a; return color; }