@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 +1,280 @@
1
+ -- glslfx version 0.1
2
+
3
+ //
4
+ // Copyright 2019 Pixar
5
+ //
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+ // Licensed under the terms set forth in the LICENSE.txt file available at
7
+ // https://openusd.org/license.
8
+ //
9
+
10
+ -- configuration
11
+ {
12
+ "techniques": {
13
+ "default": {
14
+ "domeLightIrradiance": {
15
+ "source": [ "DomeLight.Common",
16
+ "DomeLight.Irradiance" ]
17
+ },
18
+ "domeLightPrefilter": {
19
+ "source": [ "DomeLight.Common",
20
+ "DomeLight.CommonSampling",
21
+ "DomeLight.Prefilter" ]
22
+ },
23
+ "domeLightBRDF": {
24
+ "source": [ "DomeLight.Common",
25
+ "DomeLight.CommonSampling",
26
+ "DomeLight.BRDF" ]
27
+ }
28
+ }
29
+ }
30
+ }
31
+
32
+ --- --------------------------------------------------------------------------
33
+ -- glsl DomeLight.Common
34
+
35
+ const float PI = 3.1415926536;
36
+
37
+ // compute texture coords based on the size of the output image/texture
38
+ vec2 GetTexCoords(ivec2 outCoords)
39
+ {
40
+ vec2 outDims = vec2(HgiGetSize_outTexture());
41
+ // apply a (0.5, 0.5) offset to use pixel centers and not pixel corners
42
+ vec2 texCoords = (vec2(outCoords) + vec2(0.5, 0.5)) / outDims;
43
+ return texCoords;
44
+ }
45
+
46
+ float SanitizeValue(float value)
47
+ {
48
+ if (isnan(value) || isinf(value)) {
49
+ return 0;
50
+ }
51
+ return value;
52
+ }
53
+
54
+ vec3 SanitizeChannels(vec3 value)
55
+ {
56
+ return vec3(SanitizeValue(value.r),
57
+ SanitizeValue(value.g),
58
+ SanitizeValue(value.b));
59
+ }
60
+
61
+ // sample lat/long env map input texture
62
+ vec3 SampleEnvMapLod(vec3 sampleVec, float sampleLod) {
63
+ vec2 coord = vec2((atan(sampleVec.z, sampleVec.x) + PI) / (2.0 * PI),
64
+ acos(sampleVec.y) / PI);
65
+ vec3 value = HgiTextureLod_inTexture(coord, sampleLod).rgb;
66
+
67
+ return SanitizeChannels(value);
68
+ }
69
+
70
+ // compute world position from texture coords
71
+ vec3 GetWorldPos(vec2 textureCoord)
72
+ {
73
+ // have theta range from [-PI, PI] so the origin is in the center
74
+ // of the image
75
+ float theta = (textureCoord.x * 2.0 * PI) - PI;
76
+ float phi = (textureCoord.y * PI);
77
+ float x = cos(theta) * sin(phi);
78
+ float y = cos(phi);
79
+ float z = sin(theta) * sin(phi);
80
+ return vec3(x, y, z);
81
+ }
82
+
83
+ --- --------------------------------------------------------------------------
84
+ -- glsl DomeLight.CommonSampling
85
+
86
+ float RadicalInverse(uint a)
87
+ {
88
+ return float(bitfieldReverse(a)) * 2.3283064365386963e-10; // 0x1p-32
89
+ }
90
+
91
+ vec2 Hammersley2d(uint a, uint N)
92
+ {
93
+ return vec2(float(a) / float(N), RadicalInverse(a));
94
+ }
95
+
96
+ vec3 ImportanceSample_GGX(vec2 Xi, float roughness, vec3 normal)
97
+ {
98
+ // Maps a 2D point to a hemisphere with spread based on roughness
99
+ float alpha = roughness * roughness;
100
+ float phi = 2.0 * PI * Xi.x;
101
+
102
+ // Clamp cosTheta to at most 1. Values larger than 1 (arising from floating
103
+ // point imprecision perhaps) can cause NaNs in the sinTheta term.
104
+ float cosTheta = min(
105
+ 1.0, sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y)));
106
+
107
+ float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
108
+ vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
109
+
110
+ // Tangent space
111
+ vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
112
+ vec3 tangentX = normalize(cross(up, normal));
113
+ vec3 tangentY = normalize(cross(normal, tangentX));
114
+
115
+ // Convert to world Space
116
+ return normalize(tangentX * H.x + tangentY * H.y + normal * H.z);
117
+ }
118
+
119
+ --- --------------------------------------------------------------------------
120
+ -- glsl DomeLight.Irradiance
121
+
122
+ const float deltaPhi = (2.0f * float(PI)) / 180.0f;
123
+ const float deltaTheta = (0.5f * float(PI)) / 64.0f;
124
+
125
+ vec3 SampleEnvMap(vec3 sampleVec)
126
+ {
127
+ // sample from a mipmap level of the environment map determined by the
128
+ // size of the environment map and the number of samples we are taking
129
+ ivec2 inDims = HgiGetSize_inTexture();
130
+ float mipLevel = ceil(log2(inDims.x * deltaPhi/(2.0 * PI)) * 2.0f);
131
+
132
+ return SampleEnvMapLod(sampleVec, mipLevel);
133
+ }
134
+
135
+ vec3 ComputeIrradiance(vec3 inPos)
136
+ {
137
+ vec3 N = normalize(inPos);
138
+ vec3 up = vec3(0.0, 1.0, 0.0);
139
+ vec3 right = normalize(cross(up, N));
140
+ up = cross(N, right);
141
+
142
+ const float TWO_PI = PI * 2.0;
143
+ const float HALF_PI = PI * 0.5;
144
+
145
+ vec3 color = vec3(0.0);
146
+ uint sampleCount = 0u;
147
+ for (float phi = 0.0; phi < TWO_PI; phi += deltaPhi) {
148
+ for (float theta = 0.0; theta < HALF_PI; theta += deltaTheta) {
149
+ vec3 tempVec = cos(phi) * right + sin(phi) * up;
150
+ vec3 sampleVector = cos(theta) * N + sin(theta) * tempVec;
151
+ color += SampleEnvMap(sampleVector).rgb * cos(theta) * sin(theta);
152
+ sampleCount++;
153
+ }
154
+ }
155
+ return PI * color / float(sampleCount);
156
+ }
157
+
158
+ void main(void)
159
+ {
160
+ ivec2 outCoords = ivec2(hd_GlobalInvocationID.xy);
161
+
162
+ vec2 texCoords = GetTexCoords(outCoords);
163
+ vec3 pos3D = GetWorldPos(texCoords);
164
+ vec4 outColor = vec4(ComputeIrradiance(pos3D), 1.0);
165
+
166
+ HgiSet_outTexture(outCoords, outColor);
167
+ }
168
+
169
+ --- --------------------------------------------------------------------------
170
+ -- glsl DomeLight.Prefilter
171
+
172
+ // Normal Distribution function
173
+ float Distribution_GGX(float dotNH, float roughness)
174
+ {
175
+ float alpha = roughness * roughness;
176
+ float alpha2 = alpha * alpha;
177
+ float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0;
178
+ return (alpha2)/(PI * denom*denom);
179
+ }
180
+
181
+ vec3 PrefilterEnvMap(vec3 R, float roughness)
182
+ {
183
+ vec3 N = R;
184
+ vec3 V = R;
185
+ vec3 color = vec3(0.0);
186
+ float totalWeight = 0.0;
187
+ float envMapDim = float(HgiGetSize_inTexture().x);
188
+ const uint numSamples = 1024u;
189
+ for (uint i = 0u; i < numSamples; i++) {
190
+ vec2 Xi = Hammersley2d(i, numSamples);
191
+ vec3 H = ImportanceSample_GGX(Xi, roughness, N);
192
+ vec3 L = 2.0 * dot(V, H) * H - V;
193
+ float dotNL = clamp(dot(N, L), 0.0, 1.0);
194
+ if (dotNL > 0.0) {
195
+
196
+ float dotNH = clamp(dot(N, H), 0.0, 1.0);
197
+ float dotVH = clamp(dot(V, H), 0.0, 1.0);
198
+
199
+ // Probability Distribution Function
200
+ float pdf = Distribution_GGX(dotNH, roughness) * dotNH
201
+ / (4.0 * dotVH) + 0.0001;
202
+ // Solid angle of current sample
203
+ float omegaS = 1.0 / (float(numSamples) * pdf);
204
+ // Solid angle of 1 pixel across all cube faces
205
+ float omegaP = 4.0 * PI / (6.0 * envMapDim * envMapDim);
206
+ // Biased (+1.0) mip level for better result
207
+ float mipLevel = roughness == 0.0
208
+ ? 0.0 : max(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f);
209
+ color += SampleEnvMapLod(L, mipLevel).rgb * dotNL;
210
+ totalWeight += dotNL;
211
+
212
+ }
213
+ }
214
+ return (color / totalWeight);
215
+ }
216
+
217
+ void main(void)
218
+ {
219
+ ivec2 outCoords = ivec2(hd_GlobalInvocationID.xy);
220
+
221
+ vec2 texCoords = GetTexCoords(outCoords);
222
+ vec3 pos3D = GetWorldPos(texCoords);
223
+ vec3 R = normalize(pos3D);
224
+ vec4 outColor = vec4(PrefilterEnvMap(R, inRoughness), 1.0);
225
+
226
+ HgiSet_outTexture(outCoords, outColor);
227
+ }
228
+
229
+ --- --------------------------------------------------------------------------
230
+ -- glsl DomeLight.BRDF
231
+
232
+ float Geometry_SchlicksmithGGX(float dotNL, float dotNV, float roughness)
233
+ {
234
+ float k = (roughness * roughness) / 2.0;
235
+ float GL = dotNL / (dotNL * (1.0 - k) + k);
236
+ float GV = dotNV / (dotNV * (1.0 - k) + k);
237
+ return GL * GV;
238
+ }
239
+
240
+ vec2 ComputeBRDF(float NoV, float roughness)
241
+ {
242
+ // make sure NoV doesn't go exactly to 0 to avoid NaN
243
+ NoV = max(NoV, 0.001);
244
+
245
+ // Normal always points along z-axis for the 2D lookup
246
+ const vec3 N = vec3(0.0, 0.0, 1.0);
247
+ vec3 V = vec3(sqrt(1.0 - NoV*NoV), 0.0, NoV);
248
+
249
+ vec2 LUT = vec2(0.0);
250
+ const uint NUM_SAMPLES = 1024u;
251
+ for (uint i = 0u; i < NUM_SAMPLES; i++) {
252
+ vec2 Xi = Hammersley2d(i, NUM_SAMPLES);
253
+ vec3 H = ImportanceSample_GGX(Xi, roughness, N);
254
+ vec3 L = 2.0 * dot(V, H) * H - V;
255
+
256
+ float dotNL = max(dot(N, L), 0.0);
257
+ float dotNV = max(dot(N, V), 0.0);
258
+ float dotVH = max(dot(V, H), 0.0);
259
+ float dotNH = max(dot(H, N), 0.0);
260
+
261
+ if (dotNL > 0.0) {
262
+ float G = Geometry_SchlicksmithGGX(dotNL, dotNV, roughness);
263
+ float G_Vis = (G * dotVH) / (dotNH * dotNV);
264
+ float Fc = pow(1.0 - dotVH, 5.0);
265
+ LUT += vec2((1.0 - Fc) * G_Vis, Fc * G_Vis);
266
+ }
267
+ }
268
+ return LUT / float(NUM_SAMPLES);
269
+ }
270
+
271
+ void main(void)
272
+ {
273
+ ivec2 outCoords = ivec2(hd_GlobalInvocationID.xy);
274
+
275
+ vec2 texCoords = GetTexCoords(outCoords);
276
+ // texCoords.x represents N dot E and texCoords.y represents roughness
277
+ vec4 outColor = vec4(ComputeBRDF(texCoords.x, texCoords.y), 0.0, 1.0);
278
+
279
+ HgiSet_outTexture(outCoords, outColor);
280
+ }
@@ -0,0 +1,237 @@
1
+ -- glslfx version 0.1
2
+
3
+ //
4
+ // Copyright 2018 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/edgeId.glslfx
12
+
13
+ --- --------------------------------------------------------------------------
14
+ -- glsl EdgeId.Fragment.None
15
+
16
+ int GetPrimitiveEdgeId()
17
+ {
18
+ return -1;
19
+ }
20
+
21
+ float GetSelectedEdgeOpacity()
22
+ {
23
+ return 0;
24
+ }
25
+
26
+ bool SelectWireframeFaceEdges()
27
+ {
28
+ return false;
29
+ }
30
+
31
+ --- --------------------------------------------------------------------------
32
+ -- glsl EdgeId.Fragment.Common
33
+
34
+ // Determines whether a fragment is on or close to an unhidden triangle edge.
35
+ const float edgePickRadius = 2; // in viewport pixels
36
+ const float edgePickParametricRadius = 0.02; // in parametric space
37
+
38
+ // For smooth looking edges, use an exponential falloff for the opacity.
39
+ // Note: We use a slower falloff fn than in meshWire.glslfx to make the
40
+ // selected edges stand out.
41
+ float SelectedEdgeFalloff(float d) {
42
+ return exp2(-1 * d * d);
43
+ }
44
+
45
+ --- --------------------------------------------------------------------------
46
+ -- glsl EdgeId.Fragment.TriangleSurface
47
+
48
+ FORWARD_DECL(vec3 GetEdgeDistanceTriangle());
49
+
50
+ vec3 ComputeBaseFaceEdgeDistanceTriangle()
51
+ {
52
+ return GetEdgeDistanceTriangle();
53
+ }
54
+
55
+ bool SelectWireframeFaceEdges()
56
+ {
57
+ return false;
58
+ }
59
+
60
+ --- --------------------------------------------------------------------------
61
+ -- glsl EdgeId.Fragment.TriangleLines
62
+
63
+ vec3 ComputeBaseFaceEdgeDistanceTriangle()
64
+ {
65
+ // Use parametric distance since we can't use surface derivatives for lines
66
+ vec3 param = GetEdgeParamTriangle();
67
+ bvec3 nearEdge = lessThan(param, vec3(edgePickParametricRadius));
68
+ return vec3(edgePickRadius) * vec3(not(nearEdge));
69
+ }
70
+
71
+ bool SelectWireframeFaceEdges()
72
+ {
73
+ // Make sure that edges of selected faces are highlighted correctly for
74
+ // wireframe lines, i.e. if an edge of an adjacent non-selected face
75
+ // draws over an edge of a selected face that the edge is drawn using
76
+ // the correct selection color.
77
+ return true;
78
+ }
79
+
80
+ --- --------------------------------------------------------------------------
81
+ -- glsl EdgeId.Fragment.TriangleParam
82
+
83
+ float GetSelectedEdgeOpacity()
84
+ {
85
+ float closestEdgeDistance = 0.0;
86
+
87
+ // The sequence of comparisons should match GetPrimitiveEdgeId()
88
+ vec3 dist = ComputeBaseFaceEdgeDistanceTriangle();
89
+ if (dist.x < edgePickRadius) {
90
+ closestEdgeDistance = dist.x;
91
+ } else if (dist.y < edgePickRadius) {
92
+ closestEdgeDistance = dist.y;
93
+ } else if (dist.z < edgePickRadius) {
94
+ closestEdgeDistance = dist.z;
95
+ } else {
96
+ return 0;
97
+ }
98
+
99
+ return SelectedEdgeFalloff(closestEdgeDistance);
100
+ }
101
+
102
+ // called from hdx/renderPass.glslfx and selection.glslfx
103
+ int GetPrimitiveEdgeId()
104
+ {
105
+ // 2 (0,1,0)
106
+ // ^
107
+ // e2 / \ e1
108
+ // / \'
109
+ // (0,0,1) 0 ----- 1 (1,0,0)
110
+ // e0
111
+
112
+ int edgeId = -1;
113
+
114
+ vec3 dist = ComputeBaseFaceEdgeDistanceTriangle();
115
+ if (dist.x < edgePickRadius) {
116
+ edgeId = 0;
117
+ } else if (dist.y < edgePickRadius) {
118
+ edgeId = 1;
119
+ } else if (dist.z < edgePickRadius) {
120
+ edgeId = 2;
121
+ } else {
122
+ return -1; // Not on a mesh edge
123
+ }
124
+
125
+ const int edgeFlag = GetEdgeFlag();
126
+ const int meshEdgeIndex = HdGetScalar_edgeIndices();
127
+
128
+ // Translate face-edge to authored mesh-edge
129
+ if (edgeFlag == 0) {
130
+ edgeId = meshEdgeIndex + edgeId; // regular triangle face.
131
+ } else if ((bool(edgeFlag & 1) && edgeId == 2) ||
132
+ (bool(edgeFlag & 2) && edgeId == 0)) {
133
+ edgeId = -1; // Not an authored mesh edge
134
+ } else {
135
+ edgeId = meshEdgeIndex + edgeId - 1;
136
+ }
137
+ return edgeId;
138
+ }
139
+
140
+ --- --------------------------------------------------------------------------
141
+ -- glsl EdgeId.Fragment.QuadSurface
142
+
143
+ vec4 ComputeBaseFaceEdgeDistanceQuad()
144
+ {
145
+ return GetEdgeDistanceQuad();
146
+ }
147
+
148
+ bool SelectWireframeFaceEdges()
149
+ {
150
+ return false;
151
+ }
152
+
153
+ --- --------------------------------------------------------------------------
154
+ -- glsl EdgeId.Fragment.QuadLines
155
+
156
+ vec4 ComputeBaseFaceEdgeDistanceQuad()
157
+ {
158
+ // Use parametric distance since we can't use surface derivatives for lines
159
+ vec4 param = GetEdgeParamQuad();
160
+ bvec4 nearEdge = lessThan(param, vec4(edgePickParametricRadius));
161
+ return vec4(edgePickRadius) * vec4(not(nearEdge));
162
+ }
163
+
164
+ bool SelectWireframeFaceEdges()
165
+ {
166
+ // Make sure that edges of selected faces are highlighted correctly for
167
+ // wireframe lines, i.e. if an edge of an adjacent non-selected face
168
+ // draws over an edge of a selected face that the edge is drawn using
169
+ // the correct selection color.
170
+ return true;
171
+ }
172
+
173
+ --- --------------------------------------------------------------------------
174
+ -- glsl EdgeId.Fragment.QuadParam
175
+
176
+ float GetSelectedEdgeOpacity()
177
+ {
178
+ float closestEdgeDistance = 0.0;
179
+
180
+ // The sequence of comparisons should match GetPrimitiveEdgeId()
181
+ vec4 dist = ComputeBaseFaceEdgeDistanceQuad();
182
+ if (dist.x < edgePickRadius) {
183
+ closestEdgeDistance = dist.x;
184
+ } else if (dist.y < edgePickRadius) {
185
+ closestEdgeDistance = dist.y;
186
+ } else if (dist.z < edgePickRadius) {
187
+ closestEdgeDistance = dist.z;
188
+ } else if (dist.w < edgePickRadius) {
189
+ closestEdgeDistance = dist.w;
190
+ } else {
191
+ return 0;
192
+ }
193
+
194
+ return SelectedEdgeFalloff(closestEdgeDistance);
195
+ }
196
+
197
+ // called from hdx/renderPass.glslfx and selection.glslfx
198
+ int GetPrimitiveEdgeId()
199
+ {
200
+ // e2
201
+ // (0,1) 3 ------ 2 (1,1)
202
+ // | |
203
+ // e3 | | e1
204
+ // | |
205
+ // (0,0) 0 ------ 1 (1,0)
206
+ // e0
207
+
208
+ int edgeId = -1;
209
+
210
+ vec4 dist = ComputeBaseFaceEdgeDistanceQuad();
211
+ if (dist.x < edgePickRadius) {
212
+ edgeId = 0;
213
+ } else if (dist.y < edgePickRadius) {
214
+ edgeId = 1;
215
+ } else if (dist.z < edgePickRadius) {
216
+ edgeId = 2;
217
+ } else if (dist.w < edgePickRadius) {
218
+ edgeId = 3;
219
+ } else {
220
+ return -1; // Not on a mesh edge
221
+ }
222
+
223
+ const int edgeFlag = GetEdgeFlag();
224
+ const ivec2 meshEdgeIndices = HdGet_edgeIndices();
225
+
226
+ // Translate face-edge to authored mesh-edge
227
+ if (edgeFlag == 0) {
228
+ edgeId = meshEdgeIndices[0] + edgeId; // regular quad face
229
+ } else if (edgeId == 0) {
230
+ edgeId = meshEdgeIndices[0];
231
+ } else if (edgeId == 3) {
232
+ edgeId = meshEdgeIndices[1];
233
+ } else {
234
+ edgeId = -1; // Not an authored mesh edge
235
+ }
236
+ return edgeId;
237
+ }
@@ -0,0 +1,59 @@
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/fallbackLighting.glslfx
12
+
13
+ --- --------------------------------------------------------------------------
14
+ -- glsl Fallback.LightIntegrator
15
+ #ifndef HD_HAS_integrateLights
16
+ #define HD_HAS_integrateLights
17
+ #endif
18
+
19
+ struct LightingContribution {
20
+ vec3 diffuse;
21
+ };
22
+
23
+ struct LightingInterfaceProperties {
24
+ float unused;
25
+ };
26
+
27
+ LightingContribution
28
+ integrateLightsDefault(vec4 Peye, vec3 Neye, LightingInterfaceProperties props)
29
+ {
30
+ vec3 n = normalize(Neye);
31
+
32
+ LightingContribution result;
33
+ result.diffuse = vec3(dot(n, vec3(0,0,1)));
34
+
35
+ return result;
36
+ }
37
+
38
+ LightingContribution
39
+ integrateLightsConstant(vec4 Peye, vec3 Neye, LightingInterfaceProperties props)
40
+ {
41
+ LightingContribution result;
42
+ //pefectly diffuse white hemisphere contribution
43
+ result.diffuse = vec3(1);
44
+
45
+ return result;
46
+ }
47
+
48
+ -- glsl Fallback.Lighting
49
+
50
+ FORWARD_DECL(
51
+ LightingContribution integrateLights(vec4 Peye, vec3 Neye,
52
+ LightingInterfaceProperties props));
53
+
54
+ vec3 FallbackLighting(in vec3 Peye, in vec3 Neye, in vec3 color)
55
+ {
56
+ LightingInterfaceProperties props;
57
+ LightingContribution light = integrateLights(vec4(Peye, 1), Neye, props);
58
+ return color * light.diffuse;
59
+ }
@@ -0,0 +1,27 @@
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/fallbackLightingShader.glslfx
12
+
13
+ #import $TOOLS/hdSt/shaders/fallbackLighting.glslfx
14
+
15
+ -- configuration
16
+ {
17
+ "techniques": {
18
+ "default": {
19
+ "fragmentShader" : {
20
+ "source": [
21
+ "Fallback.LightIntegrator",
22
+ "Fallback.Lighting"
23
+ ]
24
+ }
25
+ }
26
+ }
27
+ }
@@ -0,0 +1,47 @@
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/fallbackMaterialNetwork.glslfx
12
+
13
+ ---
14
+ --- The fallback shader is used as a replacement shader if no material binding
15
+ --- was provided. It needs to define both the surfaceShader() and
16
+ --- displacementShader() terminals.
17
+ ---
18
+ -- configuration
19
+ {
20
+ "techniques": {
21
+ "default": {
22
+ "displacementShader": {
23
+ "source": [ "Fallback.Displacement" ]
24
+ },
25
+ "surfaceShader": {
26
+ "source": [ "Fallback.Surface" ]
27
+ }
28
+ }
29
+ }
30
+ }
31
+
32
+ --- --------------------------------------------------------------------------
33
+ -- glsl Fallback.Surface
34
+
35
+ vec4 surfaceShader(vec4 Peye, vec3 Neye, vec4 color, vec4 patchCoord)
36
+ {
37
+ // lighting
38
+ color.rgb = FallbackLighting(Peye.xyz, Neye, color.rgb);
39
+ return color;
40
+ }
41
+ --- --------------------------------------------------------------------------
42
+ -- glsl Fallback.Displacement
43
+
44
+ vec4 displacementShader(int index, vec4 Peye, vec3 Neye, vec4 patchCoord)
45
+ {
46
+ return Peye;
47
+ }