Ajout du projet Depths sur Git
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<?xml version="1.0"?>
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<materialx version="1.38">
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<!--
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Copyright Contributors to the MaterialX Project
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SPDX-License-Identifier: Apache-2.0
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Declarations for GLSL implementations of standard nodes included in the MaterialX specification.
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-->
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<!-- ======================================================================== -->
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<!-- View-dependent nodes -->
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<!-- ======================================================================== -->
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<!-- <viewdirection> -->
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<implementation name="IM_viewdirection_vector3_genglsl" nodedef="ND_viewdirection_vector3" target="genglsl" />
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</materialx>
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<?xml version="1.0"?>
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<materialx version="1.38">
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<!--
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Copyright Contributors to the MaterialX Project
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SPDX-License-Identifier: Apache-2.0
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Declarations for MDL implementations of standard nodes included in the MaterialX specification.
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-->
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<!-- ======================================================================== -->
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<!-- View-dependent nodes -->
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<!-- ======================================================================== -->
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<!-- <viewdirection> -->
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<implementation name="IM_viewdirection_vector3_genmdl" nodedef="ND_viewdirection_vector3" sourcecode="materialx::stdlib_{{MDL_VERSION_SUFFIX}}::mx_viewdirection_vector3(mxp_space:{{space}})" target="genmdl" />
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</materialx>
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<?xml version="1.0"?>
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<materialx version="1.38">
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<!--
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Copyright Contributors to the MaterialX Project
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SPDX-License-Identifier: Apache-2.0
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Declarations for MSL implementations of standard nodes included in the MaterialX specification.
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-->
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<!-- ======================================================================== -->
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<!-- View-dependent nodes -->
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<!-- ======================================================================== -->
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<!-- <viewdirection> -->
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<implementation name="IM_viewdirection_vector3_genmsl" nodedef="ND_viewdirection_vector3" target="genmsl" />
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</materialx>
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<?xml version="1.0"?>
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<materialx version="1.38">
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<!--
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Copyright Contributors to the MaterialX Project
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SPDX-License-Identifier: Apache-2.0
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Declarations for OSL implementations of standard nodes included in the MaterialX specification.
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-->
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<!-- ======================================================================== -->
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<!-- View-dependent nodes -->
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<!-- ======================================================================== -->
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<!-- <viewdirection> -->
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<implementation name="IM_viewdirection_vector3_genosl" nodedef="ND_viewdirection_vector3" sourcecode="transform({{space}}, I)" target="genosl" />
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</materialx>
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<?xml version="1.0"?>
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<materialx version="1.38">
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<!--
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Copyright Contributors to the MaterialX Project
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SPDX-License-Identifier: Apache-2.0
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Declarations of standard data types and nodes included in the MaterialX specification.
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-->
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<!-- ======================================================================== -->
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<!-- View-dependent properties -->
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<!-- ======================================================================== -->
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<geompropdef name="Vworld" type="vector3" geomprop="viewdirection" space="world" />
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<!-- ======================================================================== -->
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<!-- View-dependent nodes -->
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<!-- ======================================================================== -->
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<!--
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Node: <viewdirection>
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The current scene view direction, as defined by the shading environment.
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-->
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<nodedef name="ND_viewdirection_vector3" node="viewdirection" nodegroup="npr">
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<input name="space" type="string" value="world" enum="model,object,world" uniform="true" />
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<output name="out" type="vector3" default="0.0, 0.0, 1.0" />
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</nodedef>
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<!--
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Node: <facingratio>
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Return the geometric facing ratio, computed as the dot product between the
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view direction and geometric normal.
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-->
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<nodedef name="ND_facingratio_float" node="facingratio" nodegroup="npr">
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<input name="viewdirection" type="vector3" defaultgeomprop="Vworld" />
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<input name="normal" type="vector3" defaultgeomprop="Nworld" />
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<input name="faceforward" type="boolean" value="true" />
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<input name="invert" type="boolean" value="false" />
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<output name="out" type="float" default="0.0" />
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</nodedef>
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<!--
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Node: <gooch_shade>
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Compute Gooch Shading.
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-->
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<nodedef name="ND_gooch_shade" node="gooch_shade" nodegroup="npr" doc="Compute Gooch shading">
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<input name="warm_color" type="color3" value="0.8, 0.8, 0.7" uiname="Warm Color" doc="Warm color" />
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<input name="cool_color" type="color3" value="0.3, 0.3, 0.8" uiname="Cool Color" doc="Cool color" />
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<input name="specular_intensity" type="float" value="1" uimin="0" uimax="1" uiname="Specular Intensity" doc="Specular Intensity" />
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<input name="shininess" type="float" value="64" uimin="1" uisoftmax="256" uiname="Shininess" doc="Specular Power" />
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<input name="light_direction" type="vector3" value="1, -0.5, -0.5" uimin="-1, -1, -1" uimax="1, 1, 1" uiname="Light Direction" doc="Light vector in world space" />
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<output name="out" type="color3" />
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</nodedef>
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</materialx>
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<?xml version="1.0"?>
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<materialx version="1.38">
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<!--
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Copyright Contributors to the MaterialX Project
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SPDX-License-Identifier: Apache-2.0
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Graph definitions of standard nodes included in the MaterialX specification.
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-->
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<!-- ======================================================================== -->
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<!-- View-dependent nodes -->
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<!-- ======================================================================== -->
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<!--
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Node: <facingratio>
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-->
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<nodegraph name="NG_facingratio_float" nodedef="ND_facingratio_float">
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<dotproduct name="N_dotproduct" type="float">
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<input name="in1" type="vector3" interfacename="viewdirection" />
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<input name="in2" type="vector3" interfacename="normal" />
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</dotproduct>
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<multiply name="N_scale" type="float">
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<input name="in1" type="float" nodename="N_dotproduct" />
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<input name="in2" type="float" value="-1" />
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</multiply>
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<absval name="N_absval" type="float">
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<input name="in" type="float" nodename="N_dotproduct" />
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</absval>
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<ifequal name="N_facing" type="float">
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<input name="value1" type="boolean" interfacename="faceforward" />
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<input name="value2" type="boolean" value="true" />
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<input name="in1" type="float" nodename="N_absval" />
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<input name="in2" type="float" nodename="N_scale" />
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</ifequal>
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<invert name="N_invert" type="float">
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<input name="in" type="float" nodename="N_facing" />
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</invert>
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<ifequal name="N_result" type="float">
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<input name="value1" type="boolean" interfacename="invert" />
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<input name="value2" type="boolean" value="true" />
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<input name="in1" type="float" nodename="N_invert" />
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<input name="in2" type="float" nodename="N_facing" />
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</ifequal>
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<output name="out" type="float" nodename="N_result" />
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</nodegraph>
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<!--
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Node: <gooch_shade>
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-->
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<nodegraph name="NG_gooch_shade" type="color3" nodedef="ND_gooch_shade">
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<normal name="normal" type="vector3" >
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<input name="space" type="string" value="world" />
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</normal>
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<viewdirection name="viewdir" type="vector3" >
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<input name="space" type="string" value="world" />
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</viewdirection>
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<normalize name="unit_normal" type="vector3">
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<input name="in" type="vector3" nodename="normal" />
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</normalize>
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<normalize name="unit_viewdir" type="vector3">
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<input name="in" type="vector3" nodename="viewdir" />
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</normalize>
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<normalize name="unit_lightdir" type="vector3">
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<input name="in" type="vector3" interfacename="light_direction" />
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</normalize>
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<dotproduct name="NdotL" type="float">
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<input name="in1" type="vector3" nodename="unit_normal" />
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<input name="in2" type="vector3" nodename="unit_lightdir" />
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</dotproduct>
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<add name="one_plus_NdotL" type="float">
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<input name="in2" type="float" nodename="NdotL" />
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<input name="in1" type="float" value="1" />
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</add>
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<divide name="cool_intensity" type="float">
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<input name="in1" type="float" nodename="one_plus_NdotL" />
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<input name="in2" type="float" value="2" />
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</divide>
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<mix name="diffuse" type="color3">
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<input name="bg" type="color3" interfacename="warm_color" />
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<input name="fg" type="color3" interfacename="cool_color" />
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<input name="mix" type="float" nodename="cool_intensity" />
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</mix>
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<reflect name="view_reflect" type="vector3">
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<input name="in" type="vector3" nodename="unit_viewdir" />
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<input name="normal" type="vector3" nodename="unit_normal" />
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</reflect>
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<multiply name="invert_lightdir" type="vector3">
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<input name="in1" type="vector3" nodename="unit_lightdir" />
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<input name="in2" type="float" value="-1" />
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</multiply>
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<dotproduct name="VdotR" type="float">
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<input name="in1" type="vector3" nodename="invert_lightdir" />
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<input name="in2" type="vector3" nodename="view_reflect" />
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</dotproduct>
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<max name="VdotR_nonnegative" type="float">
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<input name="in1" type="float" nodename="VdotR" />
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<input name="in2" type="float" value="0" />
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</max>
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<power name="specular_highlight" type="float">
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<input name="in1" type="float" nodename="VdotR_nonnegative" />
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<input name="in2" type="float" interfacename="shininess" />
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</power>
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<multiply name="specular" type="float">
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<input name="in1" type="float" nodename="specular_highlight" />
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<input name="in2" type="float" interfacename="specular_intensity" />
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</multiply>
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<add name="final_color" type="color3">
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<input name="in1" type="color3" nodename="diffuse" />
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<input name="in2" type="float" nodename="specular" />
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</add>
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<output name="out" type="color3" nodename="final_color" />
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</nodegraph>
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</materialx>
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