1-- glslfx version 0.1 2 3// 4// Copyright 2016 Pixar 5// 6// Licensed under the Apache License, Version 2.0 (the "Apache License") 7// with the following modification; you may not use this file except in 8// compliance with the Apache License and the following modification to it: 9// Section 6. Trademarks. is deleted and replaced with: 10// 11// 6. Trademarks. This License does not grant permission to use the trade 12// names, trademarks, service marks, or product names of the Licensor 13// and its affiliates, except as required to comply with Section 4(c) of 14// the License and to reproduce the content of the NOTICE file. 15// 16// You may obtain a copy of the Apache License at 17// 18// http://www.apache.org/licenses/LICENSE-2.0 19// 20// Unless required by applicable law or agreed to in writing, software 21// distributed under the Apache License with the above modification is 22// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY 23// KIND, either express or implied. See the Apache License for the specific 24// language governing permissions and limitations under the Apache License. 25// 26 27--- This is what an import might look like. 28--- #import $TOOLS/hdSt/shaders/fallbackLighting.glslfx 29 30--- -------------------------------------------------------------------------- 31-- glsl Fallback.LightIntegrator 32#ifndef HD_HAS_integrateLights 33#define HD_HAS_integrateLights 34#endif 35 36struct LightingContribution { 37 vec3 diffuse; 38}; 39 40struct LightingInterfaceProperties { 41 float unused; 42}; 43 44LightingContribution 45integrateLightsDefault(vec4 Peye, vec3 Neye, LightingInterfaceProperties props) 46{ 47 vec3 n = normalize(Neye); 48 49 LightingContribution result; 50 result.diffuse = vec3(dot(n, vec3(0,0,1))); 51 52 return result; 53} 54 55LightingContribution 56integrateLightsConstant(vec4 Peye, vec3 Neye, LightingInterfaceProperties props) 57{ 58 LightingContribution result; 59 //pefectly diffuse white hemisphere contribution 60 result.diffuse = vec3(1); 61 62 return result; 63} 64 65-- glsl Fallback.Lighting 66 67LightingContribution 68integrateLights(vec4 Peye, vec3 Neye, LightingInterfaceProperties props); 69 70vec3 FallbackLighting(in vec3 Peye, in vec3 Neye, in vec3 color) 71{ 72 LightingInterfaceProperties props; 73 LightingContribution light = integrateLights(vec4(Peye, 1), Neye, props); 74 return color * light.diffuse; 75} 76