@tushar-br/editing-pack 1.0.195 → 1.0.196

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 (463) hide show
  1. package/package.json +1 -1
  2. package/staging_area/Blender/BlendThumb.dll +0 -0
  3. package/staging_area/Blender/BlendThumb.lib +0 -0
  4. package/staging_area/Blender/blender.shared/usd_ms.dll +0 -0
  5. package/staging_area/Blender/blender.shared/vulkan-1.dll +0 -0
  6. package/staging_area/Blender/blender_cpu_check.dll +0 -0
  7. package/staging_area/Blender/blender_cpu_check.lib +0 -0
  8. package/staging_area/Blender/blender_debug_cycles.cmd +20 -0
  9. package/staging_area/Blender/blender_debug_gpu.cmd +21 -0
  10. package/staging_area/Blender/blender_debug_gpu_glitchworkaround.cmd +21 -0
  11. package/staging_area/Blender/blender_debug_log.cmd +20 -0
  12. package/staging_area/Blender/blender_factory_startup.cmd +20 -0
  13. package/staging_area/Blender/blender_factory_startup_vulkan.cmd +20 -0
  14. package/staging_area/Blender/blender_oculus.cmd +14 -0
  15. package/staging_area/Blender/blender_startup_opengl.cmd +4 -0
  16. package/staging_area/Blender/blender_startup_vulkan.cmd +4 -0
  17. package/staging_area/Blender/blender_system_info.cmd +16 -0
  18. package/staging_area/Blender/copyright.txt +39 -0
  19. package/staging_area/Blender/blender.shared/shaderc_shared.dll +0 -0
  20. package/staging_area/Blender/blender.shared/sndfile.dll +0 -0
  21. package/staging_area/Blender/blender.shared/swresample-5.dll +0 -0
  22. package/staging_area/Blender/blender.shared/swscale-8.dll +0 -0
  23. package/staging_area/Blender/blender.shared/sycl8.dll +0 -0
  24. package/staging_area/Blender/blender.shared/tbb12.dll +0 -0
  25. package/staging_area/Blender/blender.shared/tbbmalloc.dll +0 -0
  26. package/staging_area/Blender/blender.shared/tbbmalloc_proxy.dll +0 -0
  27. package/staging_area/Blender/blender.shared/ur_adapter_level_zero.dll +0 -0
  28. package/staging_area/Blender/blender.shared/ur_adapter_level_zerod.dll +0 -0
  29. package/staging_area/Blender/blender.shared/ur_loader.dll +0 -0
  30. package/staging_area/Blender/blender.shared/ur_loaderd.dll +0 -0
  31. package/staging_area/Blender/blender.shared/ur_win_proxy_loader.dll +0 -0
  32. package/staging_area/Blender/blender.shared/ur_win_proxy_loaderd.dll +0 -0
  33. package/staging_area/Blender/blender.shared/usd/ar/resources/plugInfo.json +0 -23
  34. package/staging_area/Blender/blender.shared/usd/esf/resources/plugInfo.json +0 -15
  35. package/staging_area/Blender/blender.shared/usd/esfUsd/resources/plugInfo.json +0 -15
  36. package/staging_area/Blender/blender.shared/usd/exec/resources/plugInfo.json +0 -15
  37. package/staging_area/Blender/blender.shared/usd/execGeom/resources/plugInfo.json +0 -23
  38. package/staging_area/Blender/blender.shared/usd/execUsd/resources/plugInfo.json +0 -15
  39. package/staging_area/Blender/blender.shared/usd/glf/resources/plugInfo.json +0 -14
  40. package/staging_area/Blender/blender.shared/usd/glf/resources/shaders/pcfShader.glslfx +0 -124
  41. package/staging_area/Blender/blender.shared/usd/glf/resources/shaders/simpleLighting.glslfx +0 -543
  42. package/staging_area/Blender/blender.shared/usd/hd/resources/codegenTemplates/schemaClass.cpp +0 -265
  43. package/staging_area/Blender/blender.shared/usd/hd/resources/codegenTemplates/schemaClass.h +0 -310
  44. package/staging_area/Blender/blender.shared/usd/hd/resources/plugInfo.json +0 -12
  45. package/staging_area/Blender/blender.shared/usd/hdGp/resources/plugInfo.json +0 -24
  46. package/staging_area/Blender/blender.shared/usd/hdSt/resources/plugInfo.json +0 -76
  47. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/basisCurves.glslfx +0 -1365
  48. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/compute.glslfx +0 -439
  49. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/domeLight.glslfx +0 -280
  50. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/edgeId.glslfx +0 -237
  51. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackLighting.glslfx +0 -59
  52. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackLightingShader.glslfx +0 -27
  53. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackMaterialNetwork.glslfx +0 -47
  54. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/fallbackVolume.glslfx +0 -97
  55. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/frustumCull.glslfx +0 -448
  56. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/imageShader.glslfx +0 -103
  57. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/instancing.glslfx +0 -217
  58. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/invalidMaterialNetwork.glslfx +0 -53
  59. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/mesh.glslfx +0 -1519
  60. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/meshFaceCull.glslfx +0 -40
  61. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/meshNormal.glslfx +0 -201
  62. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/meshWire.glslfx +0 -326
  63. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/overlayShader.glslfx +0 -66
  64. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/pointDisk.glslfx +0 -103
  65. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/pointId.glslfx +0 -87
  66. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/points.glslfx +0 -155
  67. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/ptexTexture.glslfx +0 -371
  68. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/renderPass.glslfx +0 -319
  69. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/renderPassShader.glslfx +0 -53
  70. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/simpleLightingShader.glslfx +0 -41
  71. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/surfaceHelpers.glslfx +0 -80
  72. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/terminals.glslfx +0 -458
  73. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/visibility.glslfx +0 -80
  74. package/staging_area/Blender/blender.shared/usd/hdSt/resources/shaders/volume.glslfx +0 -631
  75. package/staging_area/Blender/blender.shared/usd/hdSt/resources/textures/fallbackBlackDomeLight.png +0 -0
  76. package/staging_area/Blender/blender.shared/usd/hdStorm/resources/plugInfo.json +0 -22
  77. package/staging_area/Blender/blender.shared/usd/hdsi/resources/plugInfo.json +0 -20
  78. package/staging_area/Blender/blender.shared/usd/hdx/resources/plugInfo.json +0 -14
  79. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/boundingBox.glslfx +0 -52
  80. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/colorChannel.glslfx +0 -53
  81. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/colorCorrection.glslfx +0 -57
  82. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/fullscreen.glslfx +0 -48
  83. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/oitResolveImageShader.glslfx +0 -93
  84. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/outline.glslfx +0 -138
  85. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPass.glslfx +0 -405
  86. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassColorAndSelectionShader.glslfx +0 -56
  87. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassColorShader.glslfx +0 -55
  88. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassColorWithOccludedSelectionShader.glslfx +0 -55
  89. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassOitOpaqueShader.glslfx +0 -53
  90. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassOitShader.glslfx +0 -54
  91. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassOitVolumeShader.glslfx +0 -53
  92. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassPickingShader.glslfx +0 -51
  93. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/renderPassShadowShader.glslfx +0 -53
  94. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/selection.glslfx +0 -476
  95. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/skydome.glslfx +0 -46
  96. package/staging_area/Blender/blender.shared/usd/hdx/resources/shaders/visualize.glslfx +0 -107
  97. package/staging_area/Blender/blender.shared/usd/hdx/resources/textures/StinsonBeach.hdr +0 -0
  98. package/staging_area/Blender/blender.shared/usd/hdx/resources/textures/StinsonBeach.tex +0 -0
  99. package/staging_area/Blender/blender.shared/usd/hgiGL/resources/plugInfo.json +0 -18
  100. package/staging_area/Blender/blender.shared/usd/hgiVulkan/resources/plugInfo.json +0 -18
  101. package/staging_area/Blender/blender.shared/usd/hio/resources/plugInfo.json +0 -25
  102. package/staging_area/Blender/blender.shared/usd/hioOiio/resources/plugInfo.json +0 -20
  103. package/staging_area/Blender/blender.shared/usd/hioOpenVDB/resources/plugInfo.json +0 -20
  104. package/staging_area/Blender/blender.shared/usd/plugInfo.json +0 -5
  105. package/staging_area/Blender/blender.shared/usd/sdf/resources/plugInfo.json +0 -94
  106. package/staging_area/Blender/blender.shared/usd/sdr/resources/plugInfo.json +0 -21
  107. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/CMakeLists.txt +0 -15
  108. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/__init__.py +0 -10
  109. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/api.h +0 -30
  110. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/generatedSchema.classes.txt +0 -16
  111. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/generatedSchema.module.h +0 -11
  112. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/module.cpp +0 -18
  113. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/moduleDeps.cpp +0 -27
  114. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/plugInfo.json +0 -15
  115. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schema.usda +0 -12
  116. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schemaClass.cpp +0 -438
  117. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schemaClass.h +0 -489
  118. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/schemaUserDoc.usda +0 -20
  119. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/tokens.cpp +0 -30
  120. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/tokens.h +0 -74
  121. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/wrapSchemaClass.cpp +0 -328
  122. package/staging_area/Blender/blender.shared/usd/usd/resources/codegenTemplates/wrapTokens.cpp +0 -25
  123. package/staging_area/Blender/blender.shared/usd/usd/resources/generatedSchema.usda +0 -146
  124. package/staging_area/Blender/blender.shared/usd/usd/resources/plugInfo.json +0 -125
  125. package/staging_area/Blender/blender.shared/usd/usd/resources/usd/schema.usda +0 -538
  126. package/staging_area/Blender/blender.shared/usd/usdGeom/resources/generatedSchema.usda +0 -2689
  127. package/staging_area/Blender/blender.shared/usd/usdGeom/resources/plugInfo.json +0 -433
  128. package/staging_area/Blender/blender.shared/usd/usdGeom/resources/usdGeom/schema.usda +0 -2775
  129. package/staging_area/Blender/blender.shared/usd/usdGeomValidators/resources/plugInfo.json +0 -39
  130. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/generatedSchema.usda +0 -28
  131. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/plugInfo.json +0 -38
  132. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/shaders/empty.glslfx +0 -18
  133. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/shaders/shaderDefs.usda +0 -252
  134. package/staging_area/Blender/blender.shared/usd/usdHydra/resources/usdHydra/schema.usda +0 -201
  135. package/staging_area/Blender/blender.shared/usd/usdImaging/resources/plugInfo.json +0 -340
  136. package/staging_area/Blender/blender.shared/usd/usdImagingGL/resources/plugInfo.json +0 -12
  137. package/staging_area/Blender/blender.shared/usd/usdLux/resources/generatedSchema.usda +0 -1165
  138. package/staging_area/Blender/blender.shared/usd/usdLux/resources/plugInfo.json +0 -266
  139. package/staging_area/Blender/blender.shared/usd/usdLux/resources/usdLux/schema.usda +0 -1511
  140. package/staging_area/Blender/blender.shared/usd/usdMedia/resources/generatedSchema.usda +0 -95
  141. package/staging_area/Blender/blender.shared/usd/usdMedia/resources/plugInfo.json +0 -40
  142. package/staging_area/Blender/blender.shared/usd/usdMedia/resources/usdMedia/schema.usda +0 -214
  143. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/generatedSchema.usda +0 -20
  144. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/disney_principled.mtlx +0 -140
  145. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/gltf_pbr.mtlx +0 -695
  146. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_add.mtlx +0 -52
  147. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_conductor.mtlx +0 -123
  148. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_dielectric.mtlx +0 -163
  149. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_diffuse.mtlx +0 -45
  150. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_emission.mtlx +0 -20
  151. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_generalized_schlick.mtlx +0 -172
  152. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_iridescence.mtlx +0 -103
  153. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_layer.mtlx +0 -27
  154. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_mix.mtlx +0 -41
  155. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_sheen.mtlx +0 -41
  156. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_sss.mtlx +0 -60
  157. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_surface.mtlx +0 -28
  158. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/lama/lama_translucent.mtlx +0 -22
  159. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/open_pbr_surface.mtlx +0 -676
  160. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/standard_surface.mtlx +0 -431
  161. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/open_pbr_to_standard_surface.mtlx +0 -362
  162. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/standard_surface_to_gltf_pbr.mtlx +0 -166
  163. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/standard_surface_to_open_pbr.mtlx +0 -309
  164. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/translation/standard_surface_to_usd.mtlx +0 -128
  165. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/bxdf/usd_preview_surface.mtlx +0 -438
  166. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/cmlib/cmlib_defs.mtlx +0 -110
  167. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/cmlib/cmlib_ng.mtlx +0 -392
  168. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/lights_genglsl_impl.mtlx +0 -13
  169. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/mx_directional_light.glsl +0 -5
  170. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/mx_point_light.glsl +0 -8
  171. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genglsl/mx_spot_light.glsl +0 -13
  172. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/lights_genmsl_impl.mtlx +0 -13
  173. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/mx_directional_light.metal +0 -5
  174. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/mx_point_light.metal +0 -8
  175. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/genmsl/mx_spot_light.metal +0 -13
  176. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/lights/lights_defs.mtlx +0 -53
  177. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/core.mdl +0 -206
  178. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/hsv.mdl +0 -80
  179. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/noise.mdl +0 -759
  180. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib.mdl +0 -30
  181. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_10.mdl +0 -234
  182. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_6.mdl +0 -1083
  183. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_7.mdl +0 -265
  184. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_8.mdl +0 -36
  185. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/pbrlib_1_9.mdl +0 -373
  186. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/sampling.mdl +0 -182
  187. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib.mdl +0 -18
  188. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_10.mdl +0 -18
  189. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_6.mdl +0 -4474
  190. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_7.mdl +0 -18
  191. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_8.mdl +0 -444
  192. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/mdl/materialx/stdlib_1_9.mdl +0 -388
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  194. package/staging_area/Blender/blender.shared/usd/usdMtlx/resources/libraries/nprlib/genmdl/nprlib_genmdl_impl.mtlx +0 -17
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@@ -1,631 +0,0 @@
1
- -- glslfx version 0.1
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-
3
- //
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- // Copyright 2019 Pixar
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- //
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- // Licensed under the terms set forth in the LICENSE.txt file available at
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- // https://openusd.org/license.
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- //
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-
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- --- This is what an import might look like.
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- --- #import $TOOLS/hdSt/shaders/volume.glslfx
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-
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- #import $TOOLS/hdSt/shaders/instancing.glslfx
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- #import $TOOLS/hdSt/shaders/pointId.glslfx
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-
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- --- --------------------------------------------------------------------------
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- -- layout Volume.Vertex
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-
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- [
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- ["out block", "VertexData", "outData",
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- # Relying on perspectively correct interpolation.
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- ["vec3", "Peye"]
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- ]
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- ]
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-
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- --- --------------------------------------------------------------------------
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- -- glsl Volume.Vertex
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-
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- void main(void)
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- {
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- // Bounding box vertex in local spce
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- const vec4 point = vec4(HdGet_points().xyz, 1);
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-
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- const MAT4 transform = ApplyInstanceTransform(HdGet_transform());
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-
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- // Bounding box vertex in eye space.
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- const vec4 pointEye = vec4(GetWorldToViewMatrix() * transform * point);
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-
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- outData.Peye = pointEye.xyz / pointEye.w;
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-
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- gl_Position = vec4(GetProjectionMatrix() * pointEye);
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-
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- ProcessPrimvarsIn();
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- }
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-
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- --- --------------------------------------------------------------------------
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- -- layout Volume.Fragment
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-
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- [
50
- ["in block", "VertexData", "inData",
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- ["vec3", "Peye"]
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- ]
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- ]
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-
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- --- --------------------------------------------------------------------------
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- -- glsl Volume.Fragment
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-
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- // Quality knobs, should eventually be configurable.
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- //
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- // We also might have different values for the raymarch
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- // integrating the pixel value and for the raymarch doing
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- // the lighting computation.
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-
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- const int maxNumSteps = 10000;
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-
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- // Min transmittance (ray marching stops when underrun)
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- const float minTransmittance = 0.002;
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-
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- // Minimal scattering amount to ray march to light
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- const float minScattering = 0.002;
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-
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- // Eye space to local space.
73
- // Used frequently per ray-marching step in both volumeIntegrator
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- // and accumulatedTransmittance, so computed only once in main.
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- //
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- MAT4 instanceModelViewInverse;
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- // Eye space to volume bounding box space
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- mat4 eyeToBBox;
79
- float resolvedStepSizeEye;
80
- float resolvedStepSizeEyeLighting;
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- float resolvedStepSizeWorld;
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- float resolvedStepSizeWorldLighting;
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-
84
- // Transform a point by a 4x4 matrix
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- vec3
86
- transformPoint(mat4 m, vec3 point)
87
- {
88
- const vec4 result = vec4(m * vec4(point, 1.0));
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- return result.xyz / result.w;
90
- }
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-
92
- #ifdef HD_SHADER_SUPPORTS_DOUBLE_PRECISION
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- vec3
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- transformPoint(dmat4 m, vec3 point)
95
- {
96
- const vec4 result = vec4(m * vec4(point, 1.0));
97
- return result.xyz / result.w;
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- }
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- #endif
100
-
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- // Transform a direction by a 4x4 matrix
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- vec3
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- transformDir(mat4 m, vec3 dir)
104
- {
105
- const vec4 result = vec4(m * vec4(dir, 0.0));
106
- return result.xyz;
107
- }
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-
109
- #ifdef HD_SHADER_SUPPORTS_DOUBLE_PRECISION
110
- vec3
111
- transformDir(dmat4 m, vec3 dir)
112
- {
113
- const vec4 result = vec4(m * vec4(dir, 0.0));
114
- return result.xyz;
115
- }
116
- #endif
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-
118
- // Compute time when a ray starting at pos with direction dir
119
- // exits the axis-aligned box with vertices lMin and lMax.
120
- //
121
- // Assumes that dir.x isn't close to zero.
122
- float
123
- timeRayExitsBoxPreferX(vec3 pos, vec3 dir, vec3 lMin, vec3 lMax)
124
- {
125
- // Compute the time when the ray exists the region
126
- // R1 = [xMin, xMax] x [-inf,inf] x [-inf,inf].
127
-
128
- // Depending on whether the the ray is going left or right, compute
129
- // the time when the ray is intersecting the plane containing the
130
- // left or right face of the box.
131
- float result = (((dir.x > 0.0) ? lMax.x : lMin.x) - pos.x) / dir.x;
132
-
133
- // Compute the time when the ray exists the region
134
- // R2 = [xMin, xMax] x [yMin,yMax] x [-inf,inf].
135
-
136
- // We can compute the intersection where the ray left R1 as
137
- // pos + dir * result.
138
- // If this intersection is above or below the box, we know that there
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- // is an earlier intersection of the ray with the plane containing
140
- // the top or bottom face of the box, compute that intersection time.
141
- const float y = pos.y + dir.y * result;
142
- if (y < lMin.y) {
143
- result = (lMin.y - pos.y) / dir.y;
144
- }
145
- if (y > lMax.y) {
146
- result = (lMax.y - pos.y) / dir.y;
147
- }
148
-
149
- // Compute the time when the ray exists the region
150
- // R3 = [xMin, xMax] x [yMin,yMax] x [zMin,zMax].
151
-
152
- // Analogous procedure to above.
153
- const float z = pos.z + dir.z * result;
154
- if (z < lMin.z) {
155
- result = (lMin.z - pos.z) / dir.z;
156
- }
157
- if (z > lMax.z) {
158
- result = (lMax.z - pos.z) / dir.z;
159
- }
160
-
161
- return result;
162
- }
163
-
164
- // Compute time when a ray starting at pos with direction dir
165
- // exits the axis-aligned box with vertices lMin and lMax.
166
- //
167
- // Assumes that dir is normalized.
168
- float
169
- timeRayExitsBox(vec3 pos, vec3 dir, vec3 lMin, vec3 lMax)
170
- {
171
- // Uses timeRayExitsBoxPreferX after permuting the coordinates
172
- // to make sure that x is not close to zero.
173
- //
174
- // Note that because dir has unit length, at least one of its entries
175
- // has absolute value larger 1/2 ( (1/2)^2 + (1/2)^2 + (1/2)^2 < 1^2).
176
-
177
- const vec3 abs_dir = abs(dir);
178
- if (abs_dir.x > 0.5) {
179
- return timeRayExitsBoxPreferX(
180
- pos , dir , lMin , lMax );
181
- }
182
- if (abs_dir.y > 0.5) {
183
- return timeRayExitsBoxPreferX(
184
- pos.yzx, dir.yzx, lMin.yzx, lMax.yzx);
185
- }
186
-
187
- return timeRayExitsBoxPreferX(
188
- pos.zxy, dir.zxy, lMin.zxy, lMax.zxy);
189
- }
190
-
191
- // Given a ray in eye space starting inside a volume, compute the time when it
192
- // exists the volume (assuming rayDirectionEye is normalized).
193
- float
194
- timeRayExitsVolume(vec3 rayStartEye, vec3 rayDirectionEye)
195
- {
196
- // Transform ray to volume bounding box space
197
- const vec3 rayStartBBox = transformPoint(eyeToBBox, rayStartEye);
198
- const vec3 rayDirectionBBox = transformDir (eyeToBBox, rayDirectionEye);
199
-
200
- // Compute when ray is leaving the volume bounding box
201
- return timeRayExitsBox(rayStartBBox,
202
- rayDirectionBBox,
203
- vec3(HdGet_volumeBBoxLocalMin().xyz),
204
- vec3(HdGet_volumeBBoxLocalMax().xyz));
205
-
206
- }
207
-
208
- // Given a ray in eye space, compute the time when it entered the volume
209
- // (assuming rayDirectionEye is normalized).
210
- // Note that it is assumed that the ray point is in the volume and that the
211
- // result will be negative.
212
- float
213
- timeRayEnteredVolume(vec3 rayEndEye, vec3 rayDirectionEye)
214
- {
215
- // Compute when reversed ray is exiting the volume bounding box
216
- return - timeRayExitsVolume(rayEndEye, -rayDirectionEye);
217
- }
218
-
219
- vec3
220
- coordsToLocalVolumeSpace(vec3 coords)
221
- {
222
- return transformPoint(instanceModelViewInverse, coords);
223
- }
224
-
225
- #if NUM_LIGHTS == 0
226
-
227
- vec3
228
- lightingComputation(vec3 rayPointEye, vec3 rayDirectionEye)
229
- {
230
- return vec3(0.0);
231
- }
232
-
233
- #else
234
-
235
- // Compute how the transmittance of volume from Peye to a
236
- // light source in the given direction rayDirection.
237
- // This integrates the density from Peye to the boundary of
238
- // the volume. The assumption is that the light source is
239
- // out of the volume.
240
- float
241
- accumulatedTransmittance(vec3 rayStartEye, vec3 rayDirectionEye)
242
- {
243
- int i = 1;
244
-
245
- float totalExtinction = 0.0;
246
-
247
- const vec3 rayStepEye = resolvedStepSizeEyeLighting * rayDirectionEye;
248
-
249
- const float rayLength = timeRayExitsVolume(rayStartEye, rayDirectionEye);
250
-
251
- const int numSteps =
252
- int(floor(min(float(maxNumSteps),
253
- rayLength / resolvedStepSizeEyeLighting)));
254
-
255
- while(i < numSteps) {
256
- const vec3 rayPointEye = rayStartEye + i * rayStepEye;
257
-
258
- totalExtinction += extinctionFunction(rayPointEye);
259
-
260
- i+=1;
261
- }
262
-
263
- return exp(-totalExtinction * resolvedStepSizeWorldLighting);
264
- }
265
-
266
- // Computes amount of light arriving at point Peye
267
- // taking attenuation (e.g., by inverse-square law), shadows,
268
- // transmittance by volume into account.
269
- vec3
270
- lightingComputation(vec3 rayPointEye, vec3 rayDirectionEye)
271
- {
272
- vec3 result = vec3(0.0);
273
- for (int i = 0; i < NUM_LIGHTS; ++i) {
274
- LightSource light = GetLightSource(i);
275
-
276
- const vec4 Plight = light.position;
277
-
278
- const vec3 lightDirectionEye = normalize(
279
- (Plight.w == 0.0) ? Plight.xyz : Plight.xyz - rayPointEye);
280
-
281
- const float atten =
282
- lightDistanceAttenuation(vec4(rayPointEye,1), i) *
283
- lightSpotAttenuation(lightDirectionEye, i);
284
-
285
- // For now, not using shadows for volumes.
286
- #if USE_SHADOWS && 0
287
- const float shadow = light.hasShadow ?
288
- shadowing(/*lightIndex=*/i, rayPointEye) : 1.0;
289
- #else
290
- const float shadow = 1.0;
291
- #endif
292
-
293
- if (shadow > 0.0001) {
294
- result +=
295
- shadow *
296
- atten *
297
- // Assuming that light source is outside of volume's
298
- // bounding box (might integrate extinction along ray
299
- // beyond light source).
300
- accumulatedTransmittance(rayPointEye, lightDirectionEye) *
301
- phaseFunction(-rayDirectionEye, lightDirectionEye) *
302
- light.diffuse.rgb;
303
- }
304
- }
305
-
306
- return result;
307
- }
308
-
309
- #endif
310
-
311
- // Result of integrating volume along a ray
312
- struct VolumeContribution
313
- {
314
- // Coordinates where ray marching hit the first non-empty voxel
315
- // in eye space. 0 indicates the ray hit only empty voxels.
316
- vec3 firstHitPeye;
317
-
318
- // Integrated color
319
- vec3 color;
320
-
321
- // Integrated transmittance, i.e., what fraction of light from
322
- // geometry behind the volume is still visible.
323
- float transmittance;
324
- };
325
-
326
- VolumeContribution
327
- volumeIntegrator(vec3 rayStartEye, vec3 rayDirectionEye, float rayLength)
328
- {
329
- int i = 1;
330
-
331
- VolumeContribution result;
332
- result.firstHitPeye = vec3(0.0);
333
- result.color = vec3(0.0);
334
- result.transmittance = 1.0;
335
-
336
- const vec3 rayStepEye = resolvedStepSizeEye * rayDirectionEye;
337
-
338
- const int numSteps =
339
- int(floor(min(float(maxNumSteps), rayLength / resolvedStepSizeEye)));
340
-
341
- // integrate transmittance and light along ray for bounding box
342
- while(i < numSteps) {
343
- const vec3 rayPointEye = rayStartEye + i * rayStepEye;
344
-
345
- // Evaluate volume shader functions to determine extinction,
346
- // scattering, and emission.
347
- const float extinctionValue = extinctionFunction(rayPointEye);
348
- const float scatteringValue = scatteringFunction(rayPointEye);
349
- const vec3 emissionValue = emissionFunction(rayPointEye);
350
-
351
- // If this is the first time the ray is hitting a non-empty voxel,
352
- // record the coordinates.
353
- if (all(equal(result.firstHitPeye, vec3(0.0)))) {
354
- if ( extinctionValue > 0 ||
355
- scatteringValue > 0 ||
356
- any(greaterThan(emissionValue, vec3(0)))) {
357
- result.firstHitPeye = rayPointEye;
358
- }
359
- }
360
-
361
- // In scattering contribution, lighting only computed if scattering
362
- // is non-trivial.
363
- const vec3 inScattering =
364
- (resolvedStepSizeWorld * scatteringValue >= minScattering) ?
365
- (scatteringValue *
366
- lightingComputation(rayPointEye, rayDirectionEye))
367
- : vec3(0.0);
368
-
369
- // In scattering and emission contribution
370
- result.color +=
371
- (resolvedStepSizeWorld * result.transmittance) *
372
- (inScattering + emissionValue);
373
-
374
- // Update transmittance
375
- result.transmittance *= exp(-extinctionValue * resolvedStepSizeWorld);
376
-
377
- // Stop when the volume has become close to opaque.
378
- if (result.transmittance < minTransmittance) {
379
- break;
380
- }
381
-
382
- i+=1;
383
- }
384
-
385
- return result;
386
- }
387
-
388
- // Is camera orthographic?
389
- bool
390
- isCameraOrthographic()
391
- {
392
- return abs(GetProjectionMatrix()[3][3] - 1.0) < 1e-5;
393
- }
394
-
395
- // Convert depth value z in [-1,1] to depth in eye space [-near, -far].
396
- float
397
- NDCtoEyeZ(float z)
398
- {
399
- const MAT4 m = inverse(GetProjectionMatrix());
400
- return float((m[2][2] * z + m[3][2]) / (m[2][3] * z + m[3][3]));
401
- }
402
-
403
- // Compute the z-value of the near clipping plane in eye space.
404
- float
405
- computeNearZ()
406
- {
407
- #ifdef HD_MINUS_ONE_TO_ONE_DEPTH_RANGE
408
- return NDCtoEyeZ(-1.0);
409
- #else
410
- return NDCtoEyeZ(0.0);
411
- #endif
412
- }
413
-
414
- // Compute the near clipping distance. Always returns a positive value.
415
- float
416
- computeNearDistance()
417
- {
418
- return abs(computeNearZ());
419
- }
420
-
421
- // Consider the ray from the eye to a given point in eye space.
422
- // Computes the direction of this ray in both cases where the
423
- // camera is orthographic or perspective.
424
- vec3
425
- computeRayDirectionEye(vec3 rayPointEye)
426
- {
427
- // In NDC space, the ray is always pointing into the z-direction (0,0,1).
428
- // In clip space, this corresponds to (0,0,1,0).
429
- // We need to multiply (0,0,1,0) by the inverse projection matrix to
430
- // get to homogeneous eye space.
431
- // Or alternatively, we can get the direction in homogeneous eye space
432
- // by taking the respective column of the inverse projection matrix:
433
- const vec4 dir = vec4(inverse(GetProjectionMatrix())[2]);
434
-
435
- // To compute the corresponding direction in non-homogeneous eye space,
436
- // compute the position of the ray after time dt << 1:
437
- // vec4 pHomogeneous = vec4(rayPointEye, 1.0) + dt * dir;
438
- // vec3 p = pHomogeneous.xyz / pHomogeneous.w;
439
- //
440
- // Or equivalently:
441
- // vec3 p = (rayPointEye + dt * dir.xyz) / (1.0 + dir.w * dt);
442
- // And since dt << 1, we have
443
- // vec3 p = (rayPointEye + dt * dir.xyz) * (1.0 - dir.w * dt);
444
- // And dropping higher order terms:
445
- // vec3 p = rayPointEye + dt * (dir.xyz - rayPointEye * dir.w);
446
- // So the new direction is given by:
447
- // vec3 d = dir.xyz - rayPointEye * dir.w;
448
-
449
- // Normalize direction in eye space.
450
- return normalize(dir.xyz - rayPointEye * dir.w);
451
- }
452
-
453
- // Given where the ray is about to leave the volume, compute where we
454
- // should start ray marching: this is either the point where the ray
455
- // would have entered the volume or the intersection with the near
456
- // clipping plane or a sphere about the eye (in the perspective case).
457
- //
458
- vec3
459
- computeRayStartEye(vec3 rayEndEye, vec3 rayDirectionEye)
460
- {
461
- // Time where ray would have entered volume (negative).
462
- const float startTime = timeRayEnteredVolume(rayEndEye, rayDirectionEye);
463
-
464
- if (isCameraOrthographic()) {
465
- // Time where ray would have intersected near plane
466
- const float nearTime =
467
- (computeNearZ() - rayEndEye.z)
468
- / rayDirectionEye.z;
469
- // Take the latter of the two times for getting the start point
470
- return rayEndEye + max(startTime, nearTime) * rayDirectionEye;
471
- }
472
-
473
- // Note that we intersect the ray with sphere about the eye with
474
- // radius equal to the near distance in the perspective case rather
475
- // than just the above intersection with the near plane.
476
- //
477
- // The motivation is that the distance between the eye and the
478
- // near plane is non-constant across the image. Thus, ray-marching
479
- // would skip more volume away from the center of the image making
480
- // the image darker there - so we see opposite vignetting. To
481
- // avoid this bias, we use a sphere about the eye.
482
- //
483
- // Note that we can use points in front of the near plane
484
- // since OIT resolution makes no assumptions about the
485
- // depth value.
486
- //
487
-
488
- // Compute point where ray would have entered volume
489
- const vec3 rayStartEye = rayEndEye + startTime * rayDirectionEye;
490
- // If this point is behind the eye or in the sphere about the eye, ...
491
- if (rayStartEye.z > 0.0 || length(rayStartEye) < computeNearDistance()) {
492
- // ... use point on sphere.
493
- return normalize(rayDirectionEye) * computeNearDistance();
494
- }
495
-
496
- return rayStartEye;
497
- }
498
-
499
- // The depth at which we hit opaque geometry in eye space (negative
500
- // value by OpenGL convention).
501
- float
502
- sampleZBuffer(vec2 fragcoord)
503
- {
504
- #ifdef HD_HAS_depthReadback
505
- // Sample the z-Buffer at the frag coordinate.
506
- const float bufferVal = texelFetch(HdGetSampler_depthReadback(),
507
- ivec2(fragcoord),
508
- /* lod = */ 0).x;
509
- #else
510
- // Assume far-plane if we cannot sample the z-Buffer.
511
- const float bufferVal = 1.0;
512
- #endif
513
-
514
- #ifdef HD_MINUS_ONE_TO_ONE_DEPTH_RANGE
515
- // Convert from [0, 1] to [-1, 1] to if necessary
516
- return NDCtoEyeZ(2.0 * bufferVal - 1.0);
517
- #else
518
- return NDCtoEyeZ(bufferVal);
519
- #endif
520
- }
521
-
522
- // Compute how much length we need to ray march.
523
- //
524
- // The ray is encoded through it start point and direction. Its end will be
525
- // determined from two things:
526
- // - the eye space coordinates of this fragment which is part of the back-faces
527
- // of the volume.
528
- // - the z-Value of the opaque geometry (since we want to stop raymarching
529
- // once the ray has hit opaque geometry)
530
- float
531
- computeRayLength(vec3 rayStartEye, vec3 rayDirectionEye, vec3 rayEndEye,
532
- float opaqueZ)
533
- {
534
- // Recall that the camera is looking down the minus z-direction by
535
- // OpenGL conventions so we need to take the max to get the closer
536
- // point.
537
- const float rayEndZ = max(opaqueZ, rayEndEye.z);
538
- return (rayEndZ - rayStartEye.z) / rayDirectionEye.z;
539
- }
540
-
541
- float
542
- computeMax3(float a, float b, float c)
543
- {
544
- return max(a, max(b, c));
545
- }
546
-
547
- // Computes the inverse of the scaling of an affine transform.
548
- // Approximately - since most transforms have uniform scaling
549
- // and no shear, this is fine.
550
- float
551
- scaleOfMatrix(MAT4 m)
552
- {
553
- // Take the maximum of the lengths of the images of the x, y
554
- // and z vector.
555
- //
556
- // A more general, coordinate independent implementation would take
557
- // the minimum singular value from the singular value decomposition.
558
- //
559
- const mat3 affinePart = mat3(m[0][0], m[0][1], m[0][2],
560
- m[1][0], m[1][1], m[1][2],
561
- m[2][0], m[2][1], m[2][2]);
562
- return computeMax3(length(affinePart[0]),
563
- length(affinePart[1]),
564
- length(affinePart[2]));
565
- }
566
-
567
- #ifdef HD_HAS_integrateLights
568
- #ifndef HD_HAS_definedIntegrateLights
569
- #define HD_HAS_definedIntegrateLights
570
- LightingContribution
571
- integrateLights(vec4 Peye, vec3 Neye, LightingInterfaceProperties props) {
572
- return integrateLightsDefault(Peye, Neye, props);
573
- }
574
- #endif
575
- #endif
576
-
577
- void main(void)
578
- {
579
- instanceModelViewInverse =
580
- ApplyInstanceTransformInverse(HdGet_transformInverse()) *
581
- GetWorldToViewInverseMatrix();
582
-
583
- eyeToBBox = mat4(
584
- MAT4(HdGet_volumeBBoxInverseTransform()) * instanceModelViewInverse);
585
-
586
- ProcessSamplingTransforms(instanceModelViewInverse);
587
-
588
- const float halfWorldSampleDistance =
589
- 0.5 * float(HdGet_sampleDistance())
590
- / scaleOfMatrix(instanceModelViewInverse);
591
-
592
- const float viewScale = scaleOfMatrix(GetWorldToViewInverseMatrix());
593
-
594
- resolvedStepSizeEye =
595
- HdGet_stepSize() * halfWorldSampleDistance;
596
- resolvedStepSizeWorld =
597
- viewScale * resolvedStepSizeEye;
598
- resolvedStepSizeEyeLighting =
599
- HdGet_stepSizeLighting() * halfWorldSampleDistance;
600
- resolvedStepSizeWorldLighting =
601
- viewScale * resolvedStepSizeEyeLighting;
602
-
603
- // Discard front faces - ray marching stops at fragment eye position
604
- // and starts at the intersection of ray with volume bounding box or
605
- // near plane.
606
- if (gl_FrontFacing != (determinant(instanceModelViewInverse) < 0.0)) {
607
- discard;
608
- }
609
-
610
- // camera facing.
611
- const vec3 Neye = vec3(0, 0, 1);
612
-
613
- // compute ray for ray marching
614
- const vec3 rayDirectionEye = computeRayDirectionEye(inData.Peye);
615
- const vec3 rayStartEye = computeRayStartEye(inData.Peye, rayDirectionEye);
616
-
617
- // Use z-value from depth buffer to compute length for ray marching
618
- const float opaqueZ = sampleZBuffer(gl_FragCoord.xy);
619
- const float rayLength = computeRayLength(
620
- rayStartEye, rayDirectionEye, inData.Peye, opaqueZ);
621
-
622
- const VolumeContribution volumeContribution =
623
- volumeIntegrator(rayStartEye, rayDirectionEye, rayLength);
624
- const float alpha = 1 - volumeContribution.transmittance;
625
- const vec4 color = ApplyColorOverrides(vec4(volumeContribution.color, alpha));
626
-
627
- const vec4 patchCoord = vec4(0.0);
628
-
629
- RenderOutput(vec4(volumeContribution.firstHitPeye, 1),
630
- Neye, color, patchCoord);
631
- }
@@ -1,22 +0,0 @@
1
- {
2
- "Plugins": [
3
- {
4
- "Info": {
5
- "Types": {
6
- "HdStormRendererPlugin": {
7
- "bases": [
8
- "HdRendererPlugin"
9
- ],
10
- "displayName": "GL",
11
- "priority": 0
12
- }
13
- }
14
- },
15
- "LibraryPath": "",
16
- "Name": "hdStorm",
17
- "ResourcePath": "resources",
18
- "Root": "..",
19
- "Type": "library"
20
- }
21
- ]
22
- }
@@ -1,20 +0,0 @@
1
- {
2
- "Plugins": [
3
- {
4
- "Info": {
5
- "Types": {
6
- "HdsiDebuggingSceneIndexPlugin" : {
7
- "bases": ["HdSceneIndexPlugin"],
8
- "priority": 0,
9
- "displayName": "Add debugging scene index if corresponding env var is set."
10
- }
11
- }
12
- },
13
- "LibraryPath": "",
14
- "Name": "hdsi",
15
- "ResourcePath": "resources",
16
- "Root": "..",
17
- "Type": "library"
18
- }
19
- ]
20
- }
@@ -1,14 +0,0 @@
1
- {
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- "Plugins": [
3
- {
4
- "Info": {
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- "ShaderResources": "shaders"
6
- },
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- "LibraryPath": "",
8
- "Name": "hdx",
9
- "ResourcePath": "resources",
10
- "Root": "..",
11
- "Type": "library"
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- }
13
- ]
14
- }