@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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@@ -0,0 +1,543 @@
1
+ -- glslfx version 0.1
2
+
3
+ //
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+ // Copyright 2016 Pixar
5
+ //
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+ // Licensed under the terms set forth in the LICENSE.txt file available at
7
+ // https://openusd.org/license.
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+ //
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+
10
+ --- This is what an import might look like.
11
+ --- #import $TOOLS/glf/shaders/simpleLighting.glslfx
12
+
13
+ -- glsl SimpleLighting.GeometryInjection
14
+ #ifndef NUM_SHADOWS
15
+ #define NUM_SHADOWS 0
16
+ #endif
17
+
18
+ #if NUM_SHADOWS == 0
19
+
20
+ #else // NUM_SHADOWS == 0
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+
22
+ struct ShadowMatrix {
23
+ mat4 eyeToShadowMatrix;
24
+ mat4 shadowToEyeMatrix;
25
+ float blur;
26
+ float bias;
27
+ float padding0;
28
+ float padding1;
29
+ };
30
+
31
+ FORWARD_DECL(mat4 GetWorldToViewMatrix());
32
+ FORWARD_DECL(mat4 GetWorldToViewInverseMatrix());
33
+
34
+ ShadowMatrix GetShadow(int shadowIndex) {
35
+ ShadowMatrix shadowMat;
36
+ shadowMat.eyeToShadowMatrix = HdGet_shadow_worldToShadowMatrix(shadowIndex)
37
+ * GetWorldToViewInverseMatrix();
38
+ shadowMat.shadowToEyeMatrix = GetWorldToViewMatrix() *
39
+ HdGet_shadow_shadowToWorldMatrix(shadowIndex);
40
+ shadowMat.blur = HdGet_shadow_blur(shadowIndex);
41
+ shadowMat.bias = HdGet_shadow_bias(shadowIndex);
42
+ return shadowMat;
43
+ }
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+
45
+ out vec2 FshadowFilterWidth[NUM_SHADOWS];
46
+
47
+ // Transforms a unit tangent vector parallel to a coordinate axis in
48
+ // shadow space to eye space and returns the length of the result
49
+ // (without doing the perspective division).
50
+ //
51
+ // The first argument is assumed to be a column of the shadow to eye
52
+ // matrix (using first column corresponds to unit tangent vector
53
+ // pointing in x-direction, ...). The second argument is supposed to
54
+ // be the (homogeneous) coordinates of the point in eye space.
55
+ //
56
+ float
57
+ shadowTangentLength(vec4 dir, vec4 Peye)
58
+ {
59
+ // Computation similar to computeRayDirectionEye in volume.glslfx.
60
+ const vec3 shadowTangent = dir.xyz * Peye.w - dir.w * Peye.xyz;
61
+ return length(shadowTangent);
62
+ }
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+
64
+ // Computes the lengths that tangent vectors parallel to the x-,
65
+ // respectively, y-direction in shadow space at the current location
66
+ // need to have such that their image in eye space have length blur
67
+ // (without perspective division).
68
+ //
69
+ void
70
+ computeShadowFilterWidth(vec4 Peye)
71
+ {
72
+ // interpolate filter width
73
+ for (int i = 0; i < NUM_SHADOWS; ++i) {
74
+ ShadowMatrix shadowMat = GetShadow(i);
75
+ FShadowFilterWidth[i] =
76
+ vec2(shadowMat.blur) /
77
+ vec2(shadowTangentLength(shadowMat.shadowToEyeMatrix[0], Peye),
78
+ shadowTangentLength(shadowMat.shadowToEyeMatrix[1], Peye));
79
+ }
80
+ }
81
+
82
+ #define COMPUTE_SHADOW_FILTER_WIDTH 1
83
+
84
+ #endif // NUM_SHADOWS == 0
85
+
86
+ -- glsl SimpleLighting.LightIntegrator
87
+
88
+ // ---------------------------------------------------------------------------
89
+ // struct definitions
90
+ // ---------------------------------------------------------------------------
91
+ #ifndef NUM_LIGHTS
92
+ #define NUM_LIGHTS 0
93
+ #endif
94
+ #ifndef NUM_SHADOWS
95
+ #define NUM_SHADOWS 0
96
+ #endif
97
+
98
+ #ifndef HD_HAS_integrateLights
99
+ #define HD_HAS_integrateLights
100
+ #endif
101
+
102
+ struct LightSource {
103
+ vec4 position;
104
+ vec4 ambient;
105
+ vec4 diffuse;
106
+ vec4 specular;
107
+ vec4 spotDirection;
108
+ vec4 spotCutoffAndFalloff;
109
+ vec4 attenuation;
110
+ mat4 worldToLightTransform;
111
+ int shadowIndexStart;
112
+ int shadowIndexEnd;
113
+ bool hasShadow;
114
+ bool isIndirectLight;
115
+ };
116
+
117
+ struct ShadowMatrix {
118
+ mat4 eyeToShadowMatrix;
119
+ mat4 shadowToEyeMatrix;
120
+ float blur;
121
+ float bias;
122
+ float padding0;
123
+ float padding1;
124
+ };
125
+
126
+ struct LightingContribution {
127
+ vec3 ambient;
128
+ vec3 diffuse;
129
+ vec3 specular;
130
+ };
131
+
132
+ struct LightingInterfaceProperties {
133
+ float shininess;
134
+ float roughness;
135
+ float metallic;
136
+ vec3 matSpecular;
137
+ };
138
+
139
+ // ---------------------------------------------------------------------------
140
+ // data accessors
141
+ // ---------------------------------------------------------------------------
142
+ #if NUM_LIGHTS == 0
143
+
144
+ #else // NUM_LIGHTS == 0
145
+
146
+ bool GetUseLighting() {
147
+ return HdGet_useLighting();
148
+ }
149
+
150
+ bool GetUseColorMaterialDiffuse() {
151
+ return HdGet_useColorMaterialDiffuse();
152
+ }
153
+
154
+ FORWARD_DECL(mat4 GetWorldToViewMatrix());
155
+ FORWARD_DECL(mat4 GetWorldToViewInverseMatrix());
156
+
157
+ LightSource GetLightSource(int lightIndex) {
158
+ LightSource light;
159
+ light.position = GetWorldToViewMatrix() *
160
+ HdGet_lightSource_position(lightIndex);
161
+ light.ambient = HdGet_lightSource_ambient(lightIndex);
162
+ light.diffuse = HdGet_lightSource_diffuse(lightIndex);
163
+ light.specular = HdGet_lightSource_specular(lightIndex);
164
+ light.spotDirection = GetWorldToViewMatrix() *
165
+ vec4(HdGet_lightSource_spotDirection(lightIndex), 0);
166
+ light.spotCutoffAndFalloff = vec4(HdGet_lightSource_spotCutoff(lightIndex),
167
+ HdGet_lightSource_spotFalloff(lightIndex), 0, 0);
168
+ light.attenuation = vec4(HdGet_lightSource_attenuation(lightIndex), 0);
169
+ light.worldToLightTransform =
170
+ HdGet_lightSource_worldToLightTransform(lightIndex);
171
+ light.shadowIndexStart = HdGet_lightSource_shadowIndexStart(lightIndex);
172
+ light.shadowIndexEnd = HdGet_lightSource_shadowIndexEnd(lightIndex);
173
+ light.hasShadow = HdGet_lightSource_hasShadow(lightIndex);
174
+ light.isIndirectLight = HdGet_lightSource_isIndirectLight(lightIndex);
175
+ return light;
176
+ }
177
+ #endif // NUM_LIGHTS == 0
178
+
179
+ #if NUM_SHADOWS == 0
180
+
181
+ #else // NUM_SHADOWS == 0
182
+
183
+ ShadowMatrix GetShadow(int shadowIndex) {
184
+ ShadowMatrix shadowMat;
185
+ shadowMat.eyeToShadowMatrix = HdGet_shadow_worldToShadowMatrix(shadowIndex)
186
+ * GetWorldToViewInverseMatrix();
187
+ shadowMat.shadowToEyeMatrix = GetWorldToViewMatrix() *
188
+ HdGet_shadow_shadowToWorldMatrix(shadowIndex);
189
+ shadowMat.blur = HdGet_shadow_blur(shadowIndex);
190
+ shadowMat.bias = HdGet_shadow_bias(shadowIndex);
191
+ return shadowMat;
192
+ }
193
+
194
+ float
195
+ shadowTangentLength(vec4 dir, vec4 Peye)
196
+ {
197
+ const vec3 shadowTangent = dir.xyz * Peye.w - dir.w * Peye.xyz;
198
+ return length(shadowTangent);
199
+ }
200
+
201
+ vec2
202
+ computeShadowFilterWidth(int index, vec4 Peye)
203
+ {
204
+ ShadowMatrix shadowMat = GetShadow(index);
205
+ return
206
+ vec2(shadowMat.blur) /
207
+ vec2(shadowTangentLength(shadowMat.shadowToEyeMatrix[0], Peye),
208
+ shadowTangentLength(shadowMat.shadowToEyeMatrix[1], Peye));
209
+ }
210
+
211
+ #endif // NUM_SHADOWS == 0
212
+
213
+ // ---------------------------------------------------------------------------
214
+ // lighting functions
215
+ // ---------------------------------------------------------------------------
216
+
217
+ #if NUM_LIGHTS == 0
218
+
219
+ LightingContribution
220
+ integrateLightsConstant(vec4 Peye, vec3 Neye, LightingInterfaceProperties props)
221
+ {
222
+ LightingContribution result;
223
+ result.ambient = vec3(0.0);
224
+ //pefectly diffuse white hemisphere contribution
225
+ result.diffuse = vec3(1.0);
226
+ result.specular = vec3(0.0);
227
+
228
+ return result;
229
+ }
230
+
231
+ LightingContribution
232
+ integrateLightsDefault(vec4 Peye, vec3 Neye, LightingInterfaceProperties props)
233
+ {
234
+ // If no lights, lighting contribution is zero.
235
+ LightingContribution result;
236
+ result.ambient = vec3(0.0);
237
+ result.diffuse = vec3(0.0);
238
+ result.specular = vec3(0.0);
239
+
240
+ return result;
241
+ }
242
+
243
+ #else // NUM_LIGHTS == 0
244
+
245
+ #if NUM_SHADOWS > 0
246
+ float
247
+ shadowCompare(int shadowIndex, vec4 coord)
248
+ {
249
+ coord /= coord.w;
250
+ coord.z = min(1.0, coord.z + GetShadow(shadowIndex).bias);
251
+
252
+ // Cascade selection (in shadowing()) ensures Pshadow.xy is in [0,1],
253
+ // but shadowFilter() can throw that off so we need to clamp.
254
+ // XXX: sample the next cascade over?
255
+ coord.xy = clamp(coord.xy, vec2(0), vec2(1));
256
+
257
+ return HdGet_shadowCompareTextures(shadowIndex, coord.xyz).x;
258
+ }
259
+
260
+ #ifndef SHADOW_FILTER
261
+ float
262
+ shadowFilter(int shadowIndex, vec4 coord, vec4 Peye)
263
+ {
264
+ return shadowCompare(shadowIndex, coord);
265
+ }
266
+ #endif // SHADOW_FILTER
267
+ #endif // NUM_SHADOWS > 0
268
+
269
+ float
270
+ shadowing(int lightIndex, vec4 Peye)
271
+ {
272
+ #if NUM_SHADOWS > 0
273
+ for (int shadowIndex = GetLightSource(lightIndex).shadowIndexStart;
274
+ shadowIndex <= GetLightSource(lightIndex).shadowIndexEnd;
275
+ ++shadowIndex) {
276
+
277
+ vec4 coord = GetShadow(shadowIndex).eyeToShadowMatrix * Peye;
278
+
279
+ // If the point-to-be-lit isn't covered by this cascade, skip to
280
+ // the next one...
281
+ if (any(lessThan(coord.xyz, vec3(0))) ||
282
+ any(greaterThan(coord.xyz, coord.www))) {
283
+ continue;
284
+ }
285
+
286
+ return shadowFilter(shadowIndex, coord, Peye);
287
+ }
288
+ #endif // NUM_SHADOWS > 0
289
+ // ... either no shadows, or no coverage.
290
+ return 1.0;
291
+ }
292
+
293
+ float
294
+ lightDistanceAttenuation(vec4 Peye, int index)
295
+ {
296
+ float distAtten = 1.0;
297
+ LightSource light = GetLightSource(index);
298
+ if (light.position.w != 0.0) {
299
+ const float d = distance(light.position, Peye);
300
+ const float atten = light.attenuation[0] +
301
+ light.attenuation[1] * d +
302
+ light.attenuation[2] * d*d;
303
+ if (atten == 0) {
304
+ distAtten = 0.0;
305
+ } else {
306
+ distAtten = 1.0 / atten;
307
+ }
308
+ }
309
+ return distAtten;
310
+ }
311
+
312
+ float
313
+ lightSpotAttenuation(vec3 l, int index)
314
+ {
315
+ float spotAtten = 1.0;
316
+ LightSource light = GetLightSource(index);
317
+ if (light.spotCutoffAndFalloff.x < 180.0) {
318
+ float cosLight = dot(-l, light.spotDirection.xyz);
319
+ spotAtten = (cosLight < cos(radians(light.spotCutoffAndFalloff.x)))
320
+ ? 0.0 : pow(cosLight, light.spotCutoffAndFalloff.y);
321
+ }
322
+ return spotAtten;
323
+ }
324
+
325
+ vec2
326
+ projectSphericalToLatLong(vec3 sample3D)
327
+ {
328
+ // project spherical coord onto latitude-longitude map with
329
+ // latitude: +y == pi/2 and longitude: +z == 0, +x == pi/2
330
+ const float PI = 3.1415;
331
+ vec2 coord = vec2((atan(sample3D.z, sample3D.x) + 0.5 * PI) / (2.0 * PI),
332
+ acos(sample3D.y) / PI);
333
+ return coord;
334
+ }
335
+
336
+ float
337
+ schlickFresnel(float EdotH)
338
+ {
339
+ return pow(max(0.0, 1.0 - EdotH), 5.0);
340
+ }
341
+
342
+ LightingContribution
343
+ evaluateIndirectLight(vec3 Neye, vec3 Reye, float NdotE, float EdotH,
344
+ LightingInterfaceProperties props, int i)
345
+ {
346
+ LightingContribution result;
347
+ result.diffuse = vec3(0);
348
+ result.specular = vec3(0);
349
+ result.ambient = vec3(0);
350
+
351
+ #ifdef HD_HAS_domeLightIrradiance
352
+ const vec3 matSpecular = props.matSpecular;
353
+ // Assumes IoR = 1.5
354
+ const vec3 F0 = mix(0.04 * matSpecular, matSpecular, props.metallic);
355
+ const vec3 F90 = mix(props.matSpecular, vec3(1), props.metallic);
356
+ const float fresnel = schlickFresnel(EdotH);
357
+ const vec3 F = mix(F0, F90, fresnel);
358
+
359
+ mat4 transformationMatrix =
360
+ GetLightSource(i).worldToLightTransform * GetWorldToViewInverseMatrix();
361
+
362
+ // Diffuse Component
363
+ vec3 dir = normalize((transformationMatrix * vec4(Neye,0.0)).xyz);
364
+ vec2 coord = projectSphericalToLatLong(dir);
365
+ vec3 diffuse = HdGet_domeLightIrradiance(coord).rgb;
366
+
367
+ // Specular Component
368
+ const float MAX_REFLECTION_LOD =
369
+ textureQueryLevels(HdGetSampler_domeLightPrefilter());
370
+ const float roughness = props.roughness;
371
+ const float lod = roughness * MAX_REFLECTION_LOD;
372
+ vec3 Rdir = normalize((transformationMatrix * vec4(Reye,0.0)).xyz);
373
+ vec2 Rcoord = projectSphericalToLatLong(Rdir);
374
+ vec3 prefilter = HdTextureLod_domeLightPrefilter(Rcoord, lod).rgb;
375
+ vec2 brdf = HdGet_domeLightBRDF(vec2(NdotE, roughness)).rg;
376
+ vec3 specular = prefilter * (F * brdf.x + brdf.y);
377
+
378
+ result.diffuse = diffuse;
379
+ result.specular = specular;
380
+ #else
381
+ result.diffuse = vec3(1, 1, 1);
382
+ #endif
383
+
384
+ return result;
385
+ }
386
+
387
+ // for the compatibility, turn on shadowing by default.
388
+ #ifndef USE_SHADOWS
389
+ #define USE_SHADOWS 1
390
+ #endif
391
+
392
+ LightingContribution
393
+ integrateLightsDefault(vec4 Peye, vec3 Neye, LightingInterfaceProperties props)
394
+ {
395
+ LightingContribution result;
396
+ result.ambient = vec3(0);
397
+ result.diffuse = vec3(0);
398
+ result.specular = vec3(0);
399
+
400
+ vec3 n = normalize(Neye);
401
+ vec3 e = normalize(-Peye.xyz);
402
+
403
+ float shininess = props.shininess;
404
+
405
+ for (int i = 0; i < NUM_LIGHTS; ++i) {
406
+ LightSource light = GetLightSource(i);
407
+
408
+ vec4 Plight = (light.isIndirectLight)
409
+ ? vec4(0,0,0,1)
410
+ : light.position;
411
+ vec3 l = (Plight.w == 0.0)
412
+ ? normalize(Plight.xyz)
413
+ : normalize(Plight - Peye).xyz;
414
+ vec3 h = normalize(l + vec3(0,0,1)); // directional viewer
415
+
416
+ if (light.isIndirectLight) {
417
+ float NdotE = max(0.0, dot(n, e));
418
+ float EdotH = max(0.0, dot(e, h));
419
+ vec3 Reye = reflect(-e, n);
420
+
421
+ LightingContribution indirectLight = evaluateIndirectLight(
422
+ Neye, Reye, NdotE, EdotH, props, i);
423
+
424
+ result.ambient += light.ambient.rgb;
425
+ result.diffuse += indirectLight.diffuse * light.diffuse.rgb;
426
+ result.specular += indirectLight.specular * light.specular.rgb;
427
+ } else {
428
+ //cosine of incident angle of light
429
+ float NdotL = max(0.0, dot(n, l));
430
+
431
+ //cosine of incident angle from halfway vector between the eye and the light
432
+ float NdotH = max(0.0, dot(n, h));
433
+
434
+ //Lambert
435
+ float d = NdotL;
436
+
437
+ //Blinn-Phong
438
+ float s = pow(NdotH, shininess);
439
+
440
+ float atten = lightDistanceAttenuation(Peye, i);
441
+ atten *= lightSpotAttenuation(l, i);
442
+
443
+ #if USE_SHADOWS
444
+ float shadow = light.hasShadow ?
445
+ shadowing(/*lightIndex=*/i, Peye) : 1.0;
446
+ #else
447
+ float shadow = 1.0;
448
+ #endif
449
+
450
+ const float PI = 3.1415;
451
+ result.ambient += atten * light.ambient.rgb;
452
+ result.diffuse += atten * shadow * d * light.diffuse.rgb / PI;
453
+ result.specular += atten * shadow * s * light.specular.rgb / PI;
454
+ }
455
+ }
456
+
457
+ return result;
458
+ }
459
+
460
+ LightingContribution
461
+ integrateLightsConstant(vec4 Peye, vec3 Neye, LightingInterfaceProperties props)
462
+ {
463
+ LightingContribution result;
464
+ result.ambient = vec3(0);
465
+ result.specular = vec3(0);
466
+ result.diffuse = vec3(1);
467
+
468
+ return result;
469
+ }
470
+
471
+ #endif // NUM_LIGHTS == 0
472
+
473
+ -- glsl SimpleLighting.SimpleLighting
474
+
475
+ // ---------------------------------------------------------------------------
476
+ // lighting functions
477
+ // ---------------------------------------------------------------------------
478
+
479
+ FORWARD_DECL(LightingContribution integrateLights(vec4 Peye, vec3 Neye,
480
+ LightingInterfaceProperties props));
481
+
482
+ vec4
483
+ simpleLighting(vec4 color, vec4 Peye, vec3 Neye, vec4 Ctint,
484
+ vec4 matDiffuse, vec4 matAmbient, vec4 matSpecular, float matShininess)
485
+ {
486
+ LightingInterfaceProperties props;
487
+
488
+ // Get the roughness and metallic values
489
+
490
+ #if defined(HD_HAS_displayMetallic)
491
+ const float metallic = max(0.0, min(1.0, float(HdGet_displayMetallic())));
492
+ #else
493
+ const float metallic = 0.0;
494
+ #endif
495
+ props.metallic = metallic;
496
+
497
+ #if defined(HD_HAS_displayRoughness)
498
+ const float roughness = max(0.0, min(1.0, float(HdGet_displayRoughness())));
499
+ const float specularExp = (1.0 - roughness) * 120.0 + 8.0;
500
+ props.shininess = specularExp;
501
+ matSpecular.rgb = mix(vec3(1.0), matDiffuse.rgb, metallic);
502
+ #else
503
+ const float roughness = 0.0;
504
+ props.shininess = matShininess;
505
+ #endif
506
+ props.roughness = roughness;
507
+ props.matSpecular = matSpecular.rgb;
508
+
509
+ LightingContribution light = integrateLights(Peye, Neye, props);
510
+
511
+ // determine the specular and diffuse intensity
512
+ const float Ks = (1.0 - roughness) + 2.0 * metallic;
513
+
514
+ color.rgb += light.ambient * matAmbient.rgb;
515
+ color.rgb += Ctint.rgb * light.diffuse * matDiffuse.rgb;
516
+ color.rgb += Ks * light.specular * matSpecular.rgb;
517
+
518
+ color.a = matDiffuse.a;
519
+
520
+ return color;
521
+ }
522
+
523
+ vec4
524
+ simpleLightingMaterial(vec4 color, vec4 Peye, vec3 Neye, vec4 Ctint)
525
+ {
526
+ // XXX todo: useColorMaterialDiffuse
527
+
528
+ vec4 diffuse = color;
529
+ vec4 ambient = material.ambient;
530
+ vec4 specular = material.specular;
531
+ float shininess = material.shininess;
532
+
533
+ color = material.emission + (material.sceneColor * ambient);
534
+
535
+ return simpleLighting(color, Peye, Neye, Ctint,
536
+ diffuse, ambient, specular, shininess);
537
+ }
538
+
539
+ vec4
540
+ simpleLighting(vec4 color, vec4 Peye, vec3 Neye, vec4 Ctint)
541
+ {
542
+ return simpleLightingMaterial(color, Peye, Neye, Ctint);
543
+ }