@tushar-br/editing-pack 1.0.194 → 1.0.195

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (450) hide show
  1. package/package.json +1 -1
  2. package/staging_area/Blender/blender.shared/shaderc_shared.dll +0 -0
  3. package/staging_area/Blender/blender.shared/sndfile.dll +0 -0
  4. package/staging_area/Blender/blender.shared/swresample-5.dll +0 -0
  5. package/staging_area/Blender/blender.shared/swscale-8.dll +0 -0
  6. package/staging_area/Blender/blender.shared/sycl8.dll +0 -0
  7. package/staging_area/Blender/blender.shared/tbb12.dll +0 -0
  8. package/staging_area/Blender/blender.shared/tbbmalloc.dll +0 -0
  9. package/staging_area/Blender/blender.shared/tbbmalloc_proxy.dll +0 -0
  10. package/staging_area/Blender/blender.shared/ur_adapter_level_zero.dll +0 -0
  11. package/staging_area/Blender/blender.shared/ur_adapter_level_zerod.dll +0 -0
  12. package/staging_area/Blender/blender.shared/ur_loader.dll +0 -0
  13. package/staging_area/Blender/blender.shared/ur_loaderd.dll +0 -0
  14. package/staging_area/Blender/blender.shared/ur_win_proxy_loader.dll +0 -0
  15. package/staging_area/Blender/blender.shared/ur_win_proxy_loaderd.dll +0 -0
  16. package/staging_area/Blender/blender.shared/usd/ar/resources/plugInfo.json +23 -0
  17. package/staging_area/Blender/blender.shared/usd/esf/resources/plugInfo.json +15 -0
  18. package/staging_area/Blender/blender.shared/usd/esfUsd/resources/plugInfo.json +15 -0
  19. package/staging_area/Blender/blender.shared/usd/exec/resources/plugInfo.json +15 -0
  20. package/staging_area/Blender/blender.shared/usd/execGeom/resources/plugInfo.json +23 -0
  21. package/staging_area/Blender/blender.shared/usd/execUsd/resources/plugInfo.json +15 -0
  22. package/staging_area/Blender/blender.shared/usd/glf/resources/plugInfo.json +14 -0
  23. package/staging_area/Blender/blender.shared/usd/glf/resources/shaders/pcfShader.glslfx +124 -0
  24. package/staging_area/Blender/blender.shared/usd/glf/resources/shaders/simpleLighting.glslfx +543 -0
  25. package/staging_area/Blender/blender.shared/usd/hd/resources/codegenTemplates/schemaClass.cpp +265 -0
  26. package/staging_area/Blender/blender.shared/usd/hd/resources/codegenTemplates/schemaClass.h +310 -0
  27. package/staging_area/Blender/blender.shared/usd/hd/resources/plugInfo.json +12 -0
  28. package/staging_area/Blender/blender.shared/usd/hdGp/resources/plugInfo.json +24 -0
  29. package/staging_area/Blender/blender.shared/usd/hdSt/resources/plugInfo.json +76 -0
  30. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/basisCurves.glslfx +1365 -0
  31. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/compute.glslfx +439 -0
  32. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/domeLight.glslfx +280 -0
  33. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/edgeId.glslfx +237 -0
  34. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackLighting.glslfx +59 -0
  35. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackLightingShader.glslfx +27 -0
  36. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackMaterialNetwork.glslfx +47 -0
  37. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackVolume.glslfx +97 -0
  38. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/frustumCull.glslfx +448 -0
  39. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/imageShader.glslfx +103 -0
  40. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/instancing.glslfx +217 -0
  41. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/invalidMaterialNetwork.glslfx +53 -0
  42. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/mesh.glslfx +1519 -0
  43. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/meshFaceCull.glslfx +40 -0
  44. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/meshNormal.glslfx +201 -0
  45. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/meshWire.glslfx +326 -0
  46. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/overlayShader.glslfx +66 -0
  47. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/pointDisk.glslfx +103 -0
  48. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/pointId.glslfx +87 -0
  49. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/points.glslfx +155 -0
  50. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/ptexTexture.glslfx +371 -0
  51. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/renderPass.glslfx +319 -0
  52. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/renderPassShader.glslfx +53 -0
  53. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/simpleLightingShader.glslfx +41 -0
  54. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/surfaceHelpers.glslfx +80 -0
  55. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/terminals.glslfx +458 -0
  56. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/visibility.glslfx +80 -0
  57. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/volume.glslfx +631 -0
  58. package/staging_area/Blender/blender.shared/usd/hdSt/resources/textures/fallbackBlackDomeLight.png +0 -0
  59. package/staging_area/Blender/blender.shared/usd/hdStorm/resources/plugInfo.json +22 -0
  60. package/staging_area/Blender/blender.shared/usd/hdsi/resources/plugInfo.json +20 -0
  61. package/staging_area/Blender/blender.shared/usd/hdx/resources/plugInfo.json +14 -0
  62. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/boundingBox.glslfx +52 -0
  63. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/colorChannel.glslfx +53 -0
  64. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/colorCorrection.glslfx +57 -0
  65. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/fullscreen.glslfx +48 -0
  66. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/oitResolveImageShader.glslfx +93 -0
  67. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/outline.glslfx +138 -0
  68. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPass.glslfx +405 -0
  69. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassColorAndSelectionShader.glslfx +56 -0
  70. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassColorShader.glslfx +55 -0
  71. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassColorWithOccludedSelectionShader.glslfx +55 -0
  72. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassOitOpaqueShader.glslfx +53 -0
  73. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassOitShader.glslfx +54 -0
  74. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassOitVolumeShader.glslfx +53 -0
  75. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassPickingShader.glslfx +51 -0
  76. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassShadowShader.glslfx +53 -0
  77. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/selection.glslfx +476 -0
  78. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/skydome.glslfx +46 -0
  79. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/visualize.glslfx +107 -0
  80. package/staging_area/Blender/blender.shared/usd/hdx/resources/textures/StinsonBeach.hdr +0 -0
  81. package/staging_area/Blender/blender.shared/usd/hdx/resources/textures/StinsonBeach.tex +0 -0
  82. package/staging_area/Blender/blender.shared/usd/hgiGL/resources/plugInfo.json +18 -0
  83. package/staging_area/Blender/blender.shared/usd/hgiVulkan/resources/plugInfo.json +18 -0
  84. package/staging_area/Blender/blender.shared/usd/hio/resources/plugInfo.json +25 -0
  85. package/staging_area/Blender/blender.shared/usd/hioOiio/resources/plugInfo.json +20 -0
  86. package/staging_area/Blender/blender.shared/usd/hioOpenVDB/resources/plugInfo.json +20 -0
  87. package/staging_area/Blender/blender.shared/usd/plugInfo.json +5 -0
  88. package/staging_area/Blender/blender.shared/usd/sdf/resources/plugInfo.json +94 -0
  89. package/staging_area/Blender/blender.shared/usd/sdr/resources/plugInfo.json +21 -0
  90. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/CMakeLists.txt +15 -0
  91. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/__init__.py +10 -0
  92. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/api.h +30 -0
  93. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/generatedSchema.classes.txt +16 -0
  94. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/generatedSchema.module.h +11 -0
  95. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/module.cpp +18 -0
  96. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/moduleDeps.cpp +27 -0
  97. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/plugInfo.json +15 -0
  98. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schema.usda +12 -0
  99. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schemaClass.cpp +438 -0
  100. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schemaClass.h +489 -0
  101. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schemaUserDoc.usda +20 -0
  102. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/tokens.cpp +30 -0
  103. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/tokens.h +74 -0
  104. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/wrapSchemaClass.cpp +328 -0
  105. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/wrapTokens.cpp +25 -0
  106. package/staging_area/Blender/blender.shared/usd/usd/resources/generatedSchema.usda +146 -0
  107. package/staging_area/Blender/blender.shared/usd/usd/resources/plugInfo.json +125 -0
  108. package/staging_area/Blender/blender.shared/usd/usd/resources/usd/schema.usda +538 -0
  109. package/staging_area/Blender/blender.shared/usd/usdGeom/resources/generatedSchema.usda +2689 -0
  110. package/staging_area/Blender/blender.shared/usd/usdGeom/resources/plugInfo.json +433 -0
  111. package/staging_area/Blender/blender.shared/usd/usdGeom/resources/usdGeom/schema.usda +2775 -0
  112. package/staging_area/Blender/blender.shared/usd/usdGeomValidators/resources/plugInfo.json +39 -0
  113. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/generatedSchema.usda +28 -0
  114. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/plugInfo.json +38 -0
  115. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/shaders/empty.glslfx +18 -0
  116. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/shaders/shaderDefs.usda +252 -0
  117. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/usdHydra/schema.usda +201 -0
  118. package/staging_area/Blender/blender.shared/usd/usdImaging/resources/plugInfo.json +340 -0
  119. package/staging_area/Blender/blender.shared/usd/usdImagingGL/resources/plugInfo.json +12 -0
  120. package/staging_area/Blender/blender.shared/usd/usdLux/resources/generatedSchema.usda +1165 -0
  121. package/staging_area/Blender/blender.shared/usd/usdLux/resources/plugInfo.json +266 -0
  122. package/staging_area/Blender/blender.shared/usd/usdLux/resources/usdLux/schema.usda +1511 -0
  123. package/staging_area/Blender/blender.shared/usd/usdMedia/resources/generatedSchema.usda +95 -0
  124. package/staging_area/Blender/blender.shared/usd/usdMedia/resources/plugInfo.json +40 -0
  125. package/staging_area/Blender/blender.shared/usd/usdMedia/resources/usdMedia/schema.usda +214 -0
  126. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/generatedSchema.usda +20 -0
  127. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/disney_principled.mtlx +140 -0
  128. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/gltf_pbr.mtlx +695 -0
  129. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_add.mtlx +52 -0
  130. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_conductor.mtlx +123 -0
  131. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_dielectric.mtlx +163 -0
  132. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_diffuse.mtlx +45 -0
  133. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_emission.mtlx +20 -0
  134. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_generalized_schlick.mtlx +172 -0
  135. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_iridescence.mtlx +103 -0
  136. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_layer.mtlx +27 -0
  137. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_mix.mtlx +41 -0
  138. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_sheen.mtlx +41 -0
  139. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_sss.mtlx +60 -0
  140. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_surface.mtlx +28 -0
  141. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_translucent.mtlx +22 -0
  142. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/open_pbr_surface.mtlx +676 -0
  143. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/standard_surface.mtlx +431 -0
  144. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/open_pbr_to_standard_surface.mtlx +362 -0
  145. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/standard_surface_to_gltf_pbr.mtlx +166 -0
  146. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/standard_surface_to_open_pbr.mtlx +309 -0
  147. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/standard_surface_to_usd.mtlx +128 -0
  148. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/usd_preview_surface.mtlx +438 -0
  149. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/cmlib/cmlib_defs.mtlx +110 -0
  150. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/cmlib/cmlib_ng.mtlx +392 -0
  151. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/lights_genglsl_impl.mtlx +13 -0
  152. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/mx_directional_light.glsl +5 -0
  153. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/mx_point_light.glsl +8 -0
  154. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/mx_spot_light.glsl +13 -0
  155. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/lights_genmsl_impl.mtlx +13 -0
  156. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/mx_directional_light.metal +5 -0
  157. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/mx_point_light.metal +8 -0
  158. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/mx_spot_light.metal +13 -0
  159. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/lights_defs.mtlx +53 -0
  160. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/core.mdl +206 -0
  161. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/hsv.mdl +80 -0
  162. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/noise.mdl +759 -0
  163. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib.mdl +30 -0
  164. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_10.mdl +234 -0
  165. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_6.mdl +1083 -0
  166. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_7.mdl +265 -0
  167. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_8.mdl +36 -0
  168. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_9.mdl +373 -0
  169. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/sampling.mdl +182 -0
  170. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib.mdl +18 -0
  171. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_10.mdl +18 -0
  172. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_6.mdl +4474 -0
  173. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_7.mdl +18 -0
  174. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_8.mdl +444 -0
  175. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_9.mdl +388 -0
  176. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/genglsl/nprlib_genglsl_impl.mtlx +17 -0
  177. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/genmdl/nprlib_genmdl_impl.mtlx +17 -0
  178. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/genmsl/nprlib_genmsl_impl.mtlx +17 -0
  179. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/genosl/nprlib_genosl_impl.mtlx +17 -0
  180. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/nprlib_defs.mtlx +55 -0
  181. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/nprlib_ng.mtlx +114 -0
  182. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/pbrlib/genglsl/lib/mx_closure_type.glsl +17 -0
  183. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/pbrlib/genglsl/lib/mx_environment_fis.glsl +69 -0
  184. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/pbrlib/genglsl/lib/mx_environment_none.glsl +11 -0
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  450. package/staging_area/Blender/blender.shared/oslquery.dll +0 -0
@@ -0,0 +1,40 @@
1
+ -- glslfx version 0.1
2
+
3
+ //
4
+ // Copyright 2020 Pixar
5
+ //
6
+ // Licensed under the terms set forth in the LICENSE.txt file available at
7
+ // https://openusd.org/license.
8
+ //
9
+
10
+ --- This is what an import might look like.
11
+ --- #import $TOOLS/hdSt/shaders/meshFaceCull.glslfx
12
+
13
+
14
+ --- --------------------------------------------------------------------------
15
+ -- glsl MeshFaceCull.Fragment.None
16
+
17
+ void DiscardBasedOnShading(bool frontFacing, bool isFlipped)
18
+ {
19
+ // Nothing to do since h/w face culling is used.
20
+ }
21
+
22
+ --- --------------------------------------------------------------------------
23
+ -- glsl MeshFaceCull.Fragment.FrontFacing
24
+
25
+ void DiscardBasedOnShading(bool frontFacing, bool isFlipped)
26
+ {
27
+ if (frontFacing != isFlipped) {
28
+ discard;
29
+ }
30
+ }
31
+
32
+ --- --------------------------------------------------------------------------
33
+ -- glsl MeshFaceCull.Fragment.BackFacing
34
+
35
+ void DiscardBasedOnShading(bool frontFacing, bool isFlipped)
36
+ {
37
+ if ((!frontFacing) != isFlipped) {
38
+ discard;
39
+ }
40
+ }
@@ -0,0 +1,201 @@
1
+ -- glslfx version 0.1
2
+
3
+ //
4
+ // Copyright 2016 Pixar
5
+ //
6
+ // Licensed under the terms set forth in the LICENSE.txt file available at
7
+ // https://openusd.org/license.
8
+ //
9
+
10
+ --- This is what an import might look like.
11
+ --- #import $TOOLS/hdSt/shaders/meshNormal.glslfx
12
+
13
+
14
+ --- --------------------------------------------------------------------------
15
+ -- glsl MeshNormal.Scene
16
+
17
+ vec3 GetNormal(vec3 Neye, int index)
18
+ {
19
+ vec3 normal = vec3(0);
20
+ #if defined(HD_HAS_normals)
21
+ normal = vec3(HdGet_normals(index).xyz);
22
+ #endif
23
+
24
+ MAT4 transformInv = ApplyInstanceTransformInverse(HdGet_transformInverse());
25
+ normal = vec4(transpose(transformInv * GetWorldToViewInverseMatrix()) *
26
+ vec4(normal,0)).xyz;
27
+
28
+ if (length(normal) > 0.0)
29
+ normal = normalize(normal);
30
+ return normal;
31
+ }
32
+
33
+ vec3 GetNormal(vec3 Neye, int index, vec2 localST)
34
+ {
35
+ return GetNormal(Neye, index);
36
+ }
37
+
38
+ --- --------------------------------------------------------------------------
39
+ -- glsl MeshNormal.Scene.Patches
40
+
41
+ vec3 GetNormal(vec3 Neye, int index, vec2 localST)
42
+ {
43
+ vec3 normal = vec3(0);
44
+ #if defined(HD_HAS_normals)
45
+ normal = vec3(HdGet_normals(index, localST).xyz);
46
+ #endif
47
+
48
+ MAT4 transformInv = ApplyInstanceTransformInverse(HdGet_transformInverse());
49
+ normal = vec4(transpose(transformInv * GetWorldToViewInverseMatrix()) *
50
+ vec4(normal,0)).xyz;
51
+
52
+ if (length(normal) > 0.0)
53
+ normal = normalize(normal);
54
+ return normal;
55
+ }
56
+
57
+ --- --------------------------------------------------------------------------
58
+ -- glsl MeshNormal.Smooth
59
+
60
+ vec3 GetNormal(vec3 Neye, int index)
61
+ {
62
+ vec3 normal = vec3(0);
63
+ #if defined(HD_HAS_smoothNormals)
64
+ normal = vec3(HdGet_smoothNormals(index).xyz);
65
+ #elif defined(HD_HAS_packedSmoothNormals)
66
+ normal = vec3(HdGet_packedSmoothNormals(index).xyz);
67
+ #endif
68
+
69
+ MAT4 transformInv = ApplyInstanceTransformInverse(HdGet_transformInverse());
70
+ normal = vec4(transpose(transformInv * GetWorldToViewInverseMatrix()) *
71
+ vec4(normal,0)).xyz;
72
+
73
+ if (length(normal) > 0.0)
74
+ normal = normalize(normal);
75
+ return normal;
76
+ }
77
+
78
+ vec3 GetNormal(vec3 Neye, int index, vec2 localST)
79
+ {
80
+ return GetNormal(Neye, index);
81
+ }
82
+
83
+ --- --------------------------------------------------------------------------
84
+ -- glsl MeshNormal.Flat
85
+
86
+ vec3 GetNormal(vec3 Neye, int index)
87
+ {
88
+ vec3 normal = vec3(0);
89
+ #if defined(HD_HAS_flatNormals)
90
+ normal = vec3(HdGet_flatNormals(index).xyz);
91
+ #elif defined(HD_HAS_packedFlatNormals)
92
+ normal = vec3(HdGet_packedFlatNormals(index).xyz);
93
+ #endif
94
+
95
+ MAT4 transformInv = ApplyInstanceTransformInverse(HdGet_transformInverse());
96
+ normal = vec4(transpose(transformInv * GetWorldToViewInverseMatrix()) *
97
+ vec4(normal,0)).xyz;
98
+
99
+ if (length(normal) > 0.0)
100
+ normal = normalize(normal);
101
+ return normal;
102
+ }
103
+
104
+ vec3 GetNormal(vec3 Neye, int index, vec2 localST)
105
+ {
106
+ return GetNormal(Neye, index);
107
+ }
108
+
109
+ --- --------------------------------------------------------------------------
110
+ -- glsl MeshNormal.Fragment.ScreenSpace
111
+
112
+ FORWARD_DECL(vec3 ComputeScreenSpaceNeye());
113
+
114
+ vec3 GetNormal(vec3 Neye, int index)
115
+ {
116
+ return ComputeScreenSpaceNeye();
117
+ }
118
+
119
+ vec3 GetNormal(vec3 Neye, int index, vec2 localST)
120
+ {
121
+ return GetNormal(Neye, index);
122
+ }
123
+
124
+ --- --------------------------------------------------------------------------
125
+ -- glsl MeshNormal.Pass
126
+
127
+ vec3 GetNormal(vec3 Neye, int index)
128
+ {
129
+ return Neye;
130
+ }
131
+
132
+ vec3 GetNormal(vec3 Neye, int index, vec2 localST)
133
+ {
134
+ return GetNormal(Neye, index);
135
+ }
136
+
137
+ --- --------------------------------------------------------------------------
138
+ -- glsl MeshNormal.Geometry.Flat
139
+
140
+ vec3 GetTriGeometryNormal(vec3 Neye, vec4 Peye0, vec4 Peye1, vec4 Peye2,
141
+ bool isFlipped)
142
+ {
143
+ // ignore vertex normal and compute flat facing normal
144
+ vec3 n = normalize(cross(Peye1.xyz - Peye0.xyz, Peye2.xyz - Peye0.xyz));
145
+ return isFlipped ? -n : n;
146
+ }
147
+
148
+ vec3 GetQuadGeometryNormal(vec3 Neye,
149
+ vec4 Peye0, vec4 Peye1, vec4 Peye2, vec4 Peye3,
150
+ bool isFlipped)
151
+ {
152
+ // 0---3
153
+ // |. |
154
+ // | . |
155
+ // | .|
156
+ // 1---2
157
+ // ignore vertex normal and compute flat facing normal
158
+ // average diagonal cross products to deal with co-linear edges
159
+ vec3 A0 = Peye2.xyz - Peye3.xyz;
160
+ vec3 B0 = Peye0.xyz - Peye3.xyz;
161
+ vec3 A1 = Peye0.xyz - Peye1.xyz;
162
+ vec3 B1 = Peye2.xyz - Peye1.xyz;
163
+ vec3 n = normalize(cross(B0, A0) + cross(B1, A1));
164
+ return isFlipped ? -n : n;
165
+ }
166
+
167
+ --- --------------------------------------------------------------------------
168
+ -- glsl MeshNormal.Geometry.NoFlat
169
+
170
+ vec3 GetTriGeometryNormal(vec3 Neye, vec4 Peye0, vec4 Peye1, vec4 Peye2,
171
+ bool isFlipped)
172
+ {
173
+ return Neye;
174
+ }
175
+
176
+ vec3 GetQuadGeometryNormal(vec3 Neye,
177
+ vec4 Peye0, vec4 Peye1, vec4 Peye2, vec4 Peye3,
178
+ bool isFlipped)
179
+ {
180
+ return Neye;
181
+ }
182
+
183
+ --- --------------------------------------------------------------------------
184
+ -- glsl MeshNormal.Fragment.SingleSided
185
+
186
+ vec3 GetShadingNormal(vec3 N, bool isFlipped)
187
+ {
188
+ // the fragment shader takes already-flipped-normals.
189
+ // no need to flip here.
190
+ return N;
191
+ }
192
+
193
+ --- --------------------------------------------------------------------------
194
+ -- glsl MeshNormal.Fragment.DoubleSided
195
+
196
+ vec3 GetShadingNormal(vec3 N, bool isFlipped)
197
+ {
198
+ // note that negative scaling isn't taken into account in gl_FrontFacing
199
+ // so we have to consider isFlipped here too.
200
+ return (isFlipped != gl_FrontFacing) ? N : -N;
201
+ }
@@ -0,0 +1,326 @@
1
+ -- glslfx version 0.1
2
+
3
+ //
4
+ // Copyright 2016 Pixar
5
+ //
6
+ // Licensed under the terms set forth in the LICENSE.txt file available at
7
+ // https://openusd.org/license.
8
+ //
9
+
10
+ --- This is what an import might look like.
11
+ --- #import $TOOLS/hdSt/shaders/meshWire.glslfx
12
+
13
+ --- --------------------------------------------------------------------------
14
+ -- glsl MeshWire.Fragment.EdgeMaskTriangle
15
+
16
+ vec3 GetPrimitiveEdgeMask()
17
+ {
18
+ // A value of one in this mask hides the corresponding edge.
19
+ // (See hd/meshUtil.cpp)
20
+ return vec3(0, GetEdgeFlag() & 1, GetEdgeFlag() & 2);
21
+ }
22
+
23
+ --- --------------------------------------------------------------------------
24
+ -- glsl MeshWire.Fragment.EdgeMaskQuad
25
+
26
+ vec3 GetPrimitiveEdgeMask()
27
+ {
28
+ // A value of one in this mask hides the corresponding edge.
29
+ // (See hd/meshUtil.cpp)
30
+ return vec3(GetEdgeFlag() != 0, 1, 0);
31
+ }
32
+
33
+ --- --------------------------------------------------------------------------
34
+ -- glsl MeshWire.Fragment.EdgeMaskTriQuad
35
+
36
+ vec3 GetPrimitiveEdgeMask()
37
+ {
38
+ // A value of one in this mask hides the corresponding edge.
39
+ // (See hd/meshUtil.cpp)
40
+ if (GetTriQuadID() == 0) {
41
+ return vec3(GetEdgeFlag() != 0, 1, 0);
42
+ } else {
43
+ return vec3(0, 1, GetEdgeFlag() != 0);
44
+ }
45
+ }
46
+
47
+ --- --------------------------------------------------------------------------
48
+ -- glsl MeshWire.Fragment.EdgeMaskRefinedQuad
49
+
50
+ vec3 GetPrimitiveEdgeMask()
51
+ {
52
+ // Hide the common edge between the pair of rasterized triangles.
53
+ return vec3(0,1,0);
54
+ }
55
+
56
+ --- --------------------------------------------------------------------------
57
+ -- glsl MeshWire.Fragment.EdgeMaskNone
58
+
59
+ vec3 GetPrimitiveEdgeMask()
60
+ {
61
+ return vec3(0);
62
+ }
63
+
64
+ --- --------------------------------------------------------------------------
65
+ -- glsl MeshWire.Fragment.EdgeCommon
66
+
67
+ // Returns the distance of the current fragment (in viewport pixel units) from
68
+ // the nearest edge.
69
+ float GetMinEdgeDistance()
70
+ {
71
+ // Hide triangle edges by adding edge mask.
72
+ vec3 param = GetEdgeCoord() + GetPrimitiveEdgeMask();
73
+ vec3 edgeDistance = max(vec3(0.0), param / fwidth(param));
74
+ return min(edgeDistance.x,
75
+ min(edgeDistance.y,
76
+ edgeDistance.z));
77
+ }
78
+
79
+ // Use edge distance to compute a smooth opacity falloff for good looking edges.
80
+ float GetEdgeFalloff(float d) {
81
+ return exp2(-4 * d * d);
82
+ }
83
+
84
+ float GetEdgeOpacity() {
85
+ return GetEdgeFalloff(GetMinEdgeDistance());
86
+ }
87
+
88
+ --- --------------------------------------------------------------------------
89
+ -- glsl MeshWire.Fragment.EdgeTriQuadPTVS
90
+
91
+ // Returns the distance of the current fragment (in viewport pixel units) from
92
+ // the nearest edge.
93
+ float GetMinEdgeDistance()
94
+ {
95
+ vec2 leftBottom = GetEdgeCoord().xy;
96
+ vec2 rightTop = vec2(1.0) - leftBottom;
97
+
98
+ vec4 param = vec4(leftBottom.y, rightTop.x, rightTop.y, leftBottom.x);
99
+ vec4 edgeDistance = max(vec4(0.0), param / fwidth(param));
100
+
101
+ // Hide internal edges introduced by quadrangulation
102
+ if (GetEdgeFlag() != 0) edgeDistance.yz += vec2(2.0);
103
+
104
+ return min(min(edgeDistance.x, edgeDistance.y),
105
+ min(edgeDistance.z, edgeDistance.w));
106
+ }
107
+
108
+ // Use edge distance to compute a smooth opacity falloff for good looking edges.
109
+ float GetEdgeFalloff(float d) {
110
+ return exp2(-4 * d * d);
111
+ }
112
+
113
+ float GetEdgeOpacity() {
114
+ return GetEdgeFalloff(GetMinEdgeDistance());
115
+ }
116
+
117
+ --- --------------------------------------------------------------------------
118
+ -- glsl MeshWire.Fragment.EdgeParam
119
+
120
+ vec3 GetEdgeParamTriangle()
121
+ {
122
+ // Expand barycentric coordinates
123
+ vec2 param = GetPatchCoord(0).xy;
124
+ vec3 barycentric = vec3(param.x, param.y, 1 - param.x - param.y);
125
+
126
+ // Match triangle edge order
127
+ return barycentric.yzx;
128
+ }
129
+
130
+ vec3 GetEdgeDistanceTriangle()
131
+ {
132
+ vec3 param = GetEdgeParamTriangle();
133
+ return max(vec3(0.0), param / fwidth(param));
134
+ }
135
+
136
+ vec4 GetEdgeParamQuad()
137
+ {
138
+ // Expand coordinates to opposite corners of quad
139
+ vec2 leftBottom = GetPatchCoord(0).xy;
140
+ vec2 rightTop = vec2(1.0) - leftBottom;
141
+
142
+ // Match quad edge order
143
+ return vec4(leftBottom.y, rightTop.x, rightTop.y, leftBottom.x);
144
+ }
145
+
146
+ vec4 GetEdgeDistanceQuad()
147
+ {
148
+ vec4 param = GetEdgeParamQuad();
149
+ return max(vec4(0.0), param / fwidth(param));
150
+ }
151
+
152
+ --- --------------------------------------------------------------------------
153
+ -- glsl MeshPatchWire.Fragment.PatchEdgeTriangle
154
+
155
+ // Override for subdivided faces to make the boundary of the face stand out.
156
+ float GetEdgeOpacityForPatch()
157
+ {
158
+ // Distance in pixels from triangle patch edges.
159
+ vec3 patchEdgeDistance = GetEdgeDistanceTriangle();
160
+
161
+ const float patchEdgeMinDistance =
162
+ min(patchEdgeDistance.x, min(patchEdgeDistance.y, patchEdgeDistance.z));
163
+
164
+ // Reduce the opacity of edges not on patch boundaries
165
+ if (patchEdgeMinDistance > 1.0) {
166
+ return 0.3 * GetEdgeOpacity();
167
+ }
168
+
169
+ // Use distance to patch edge rather than distance to primitive edge
170
+ return GetEdgeFalloff(patchEdgeMinDistance);
171
+ }
172
+
173
+ --- --------------------------------------------------------------------------
174
+ -- glsl MeshPatchWire.Fragment.PatchEdgeQuad
175
+
176
+ // Override for subdivided faces to make the boundary of the face stand out.
177
+ float GetEdgeOpacityForPatch()
178
+ {
179
+ // Distance in pixels from quad patch edges.
180
+ vec4 patchEdgeDistance = GetEdgeDistanceQuad();
181
+
182
+ // Hide sub-patch internal edges introduced by quadrangulation
183
+ if (GetEdgeFlag() != 0) patchEdgeDistance.yz += vec2(2.0);
184
+
185
+ const float patchEdgeMinDistance =
186
+ min(min(patchEdgeDistance.x, patchEdgeDistance.y),
187
+ min(patchEdgeDistance.z, patchEdgeDistance.w));
188
+
189
+ // Reduce the opacity of edges not on patch boundaries
190
+ if (patchEdgeMinDistance > 1.0) {
191
+ return 0.3 * GetEdgeOpacity();
192
+ }
193
+
194
+ // Use distance to patch edge rather than distance to primitive edge
195
+ return GetEdgeFalloff(patchEdgeMinDistance);
196
+ }
197
+
198
+ --- --------------------------------------------------------------------------
199
+ -- glsl MeshWire.Fragment.FinalEdgeOpacityNoForce
200
+
201
+ vec4 ApplyFinalEdgeOpacity(vec4 Cfill, float p)
202
+ {
203
+ return Cfill;
204
+ }
205
+
206
+ --- --------------------------------------------------------------------------
207
+ -- glsl MeshWire.Fragment.FinalEdgeOpacityForce
208
+
209
+ vec4 ApplyFinalEdgeOpacity(vec4 Cfill, float p)
210
+ {
211
+ Cfill.a = mix(Cfill.a, 1, p);
212
+ return Cfill;
213
+ }
214
+
215
+ --- --------------------------------------------------------------------------
216
+ -- glsl MeshWire.Fragment.NoEdge
217
+
218
+ vec4 ApplyEdgeColor(vec4 Cfill, vec4 patchCoord)
219
+ {
220
+ return Cfill;
221
+ }
222
+
223
+ // Return a large value, signifying that the fragment isn't near an edge.
224
+ float GetMinEdgeDistance()
225
+ {
226
+ return 1000.0;
227
+ }
228
+
229
+ --- --------------------------------------------------------------------------
230
+ -- glsl MeshWire.Fragment.EdgeOnSurface
231
+
232
+ vec4 ApplyEdgeColor(vec4 Cfill, vec4 patchCoord)
233
+ {
234
+ float p = GetEdgeOpacity();
235
+
236
+ vec4 wireColor = GetWireframeColor();
237
+
238
+ // If wireColor is unset (zero), the fill color is just dimmed a bit.
239
+ if (all(equal(wireColor, vec4(0)))) wireColor.a = 0.5;
240
+
241
+ vec4 Cedge = vec4(mix(Cfill.rgb, wireColor.rgb, wireColor.a), 1);
242
+ Cfill.rgb = mix(Cfill.rgb, Cedge.rgb, p);
243
+
244
+ return ApplyFinalEdgeOpacity(Cfill, p);
245
+ }
246
+
247
+ --- --------------------------------------------------------------------------
248
+ -- glsl MeshWire.Fragment.EdgeOnlyBlendColor
249
+
250
+ vec4 ApplyEdgeColor(vec4 Cfill, vec4 patchCoord)
251
+ {
252
+ float p = GetEdgeOpacity();
253
+ if (p < 0.5) discard;
254
+
255
+ vec4 wireColor = GetWireframeColor();
256
+
257
+ // If wireColor is unset (zero), ignore it altogether
258
+
259
+ Cfill.rgb = mix(Cfill.rgb, wireColor.rgb, wireColor.a);
260
+
261
+ return ApplyFinalEdgeOpacity(Cfill, p);
262
+ }
263
+
264
+ --- --------------------------------------------------------------------------
265
+ -- glsl MeshWire.Fragment.EdgeOnlyNoBlend
266
+
267
+ vec4 ApplyEdgeColor(vec4 Cfill, vec4 patchCoord)
268
+ {
269
+ float p = GetEdgeOpacity();
270
+ if (p < 0.5) discard;
271
+
272
+ return ApplyFinalEdgeOpacity(Cfill, p);
273
+ }
274
+
275
+ --- --------------------------------------------------------------------------
276
+ -- glsl MeshWire.Fragment.EdgeCoord.Barycentric
277
+
278
+ vec3 GetEdgeCoord()
279
+ {
280
+ return GetBarycentricCoord();
281
+ }
282
+
283
+ --- --------------------------------------------------------------------------
284
+ -- glsl MeshWire.Fragment.EdgeCoord.Tess
285
+
286
+ vec2 GetEdgeCoord()
287
+ {
288
+ return GetTessCoord();
289
+ }
290
+
291
+ --- --------------------------------------------------------------------------
292
+ -- glsl MeshWire.Fragment.EdgeCoord.TessTriangle
293
+
294
+ vec3 GetEdgeCoord()
295
+ {
296
+ return GetTessCoordTriangle();
297
+ }
298
+
299
+ --- --------------------------------------------------------------------------
300
+ -- glsl MeshPatchWire.Fragment.EdgeOnSurface
301
+
302
+ vec4 ApplyEdgeColor(vec4 Cfill, vec4 patchCoord)
303
+ {
304
+ float p = GetEdgeOpacityForPatch();
305
+
306
+ vec4 wireColor = GetWireframeColor();
307
+
308
+ // If wireColor is unset (zero), the fill color is just dimmed a bit.
309
+ if (all(equal(wireColor, vec4(0)))) wireColor.a = 0.5;
310
+
311
+ vec4 Cedge = vec4(mix(Cfill.rgb, wireColor.rgb, wireColor.a), 1);
312
+ Cfill.rgb = mix(Cfill.rgb, Cedge.rgb, p);
313
+
314
+ return ApplyFinalEdgeOpacity(Cfill, p);
315
+ }
316
+
317
+ --- --------------------------------------------------------------------------
318
+ -- glsl MeshPatchWire.Fragment.EdgeOnly
319
+
320
+ vec4 ApplyEdgeColor(vec4 Cfill, vec4 patchCoord)
321
+ {
322
+ float p = GetEdgeOpacity();
323
+ if (p < 0.5) discard;
324
+
325
+ return ApplyFinalEdgeOpacity(Cfill, p);
326
+ }
@@ -0,0 +1,66 @@
1
+ -- glslfx version 0.1
2
+
3
+ //
4
+ // Copyright 2021 Pixar
5
+ //
6
+ // Licensed under the terms set forth in the LICENSE.txt file available at
7
+ // https://openusd.org/license.
8
+ //
9
+
10
+ --- This is what an import might look like.
11
+ --- #import $TOOLS/hdSt/shaders/overlayShader.glslfx
12
+
13
+ ---
14
+ --- The fallback overlay shader is used as a replacement shader if the
15
+ --- original material shader failed to compile. It needs to
16
+ --- define both the surfaceShader() and displacementShader() terminals.
17
+ ---
18
+ -- configuration
19
+ {
20
+ "techniques": {
21
+ "default": {
22
+ "displacementShader": {
23
+ "source": [ "Overlay.Displacement" ]
24
+ },
25
+ "surfaceShader": {
26
+ "source": [ "Overlay.Surface" ]
27
+ }
28
+ }
29
+ }
30
+ }
31
+
32
+ --- --------------------------------------------------------------------------
33
+ -- glsl Overlay.Surface
34
+
35
+ vec4 surfaceShader(vec4 Peye, vec3 Neye, vec4 color, vec4 patchCoord)
36
+ {
37
+ float d = 1.0;
38
+ vec4 bg = vec4(0,0,0,1);
39
+
40
+ #ifdef HD_HAS_depthReadback
41
+ d = texelFetch(HdGetSampler_depthReadback(), ivec2(gl_FragCoord.xy),
42
+ 0).x;
43
+ #endif
44
+
45
+ #ifdef HD_HAS_colorReadback
46
+ bg = texelFetch(HdGetSampler_colorReadback(), ivec2(gl_FragCoord.xy),
47
+ 0);
48
+ #endif
49
+
50
+ vec4 colorOut = color;
51
+ if (d <= gl_FragCoord.z) {
52
+ const float showThroughAlpha = 0.3;
53
+ float adjAlpha = showThroughAlpha * color.a;
54
+ colorOut.rgb = color.rgb*adjAlpha + bg.rgb*bg.a*(1-adjAlpha);
55
+ colorOut.a = adjAlpha + bg.a*(1.0-adjAlpha);
56
+ }
57
+
58
+ return colorOut;
59
+ }
60
+ --- --------------------------------------------------------------------------
61
+ -- glsl Overlay.Displacement
62
+
63
+ vec4 displacementShader(int index, vec4 Peye, vec3 Neye, vec4 patchCoord)
64
+ {
65
+ return Peye;
66
+ }