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Adam Martinez 98aa2ac11b MaterialX -- OSL shaders for everything described in MX.
By Adam Martinez & Derek Haase

Because MX shaders come in a huge variety of flavors for every type, the
bulk of the shader logic is in "template" files such as
src/shaders/MaterialX/mx_add.mx.

The build system will compile this several times, once for each type,
using preprocessor tricks to specialize the types, resulting in a
collection of type-specific shaders:
    dist/macosx/shaders/MaterialX/mx_add_color.oso
    dist/macosx/shaders/MaterialX/mx_add_color2.oso
    dist/macosx/shaders/MaterialX/mx_add_color4.oso
    dist/macosx/shaders/MaterialX/mx_add_float.oso
    dist/macosx/shaders/MaterialX/mx_add_vector.oso
    dist/macosx/shaders/MaterialX/mx_add_vector2.oso
    dist/macosx/shaders/MaterialX/mx_add_vector4.oso

The testsuite additions to thoroughly unit test everything is still
a work in progress and will be submitted as separate PRs soon.
2017-07-11 17:51:18 -07:00

61 lines
2.3 KiB
XML

<World>
<Camera eye="0, 100, 300" look_at="0,0,0" fov="70" />
<Option max_bounces="int 1" />
<ShaderGroup>
<Parameter scale_s="float 20" />
<Parameter scale_t="float 20" />
<Parameter Ca="color 0.1 0.1 0.1" />
<Parameter Cb="color 0.5 0.5 0.5" />
<Shader name="checkerboard" layer="tex" />
<Shader name="matte" layer="layer1" />
<ConnectShaders srclayer="tex" srcparam="Cout" dstlayer="layer1" dstparam="Cs" />
</ShaderGroup>
<Quad corner="-200,0,0" edge_x="400,0,0" edge_y="0,400,0" /> <!-- Back -->
<Quad corner="-200,0,0" edge_x="0,0,400" edge_y="400,0,0" /> <!-- Botm -->
<!--
<Sphere center="-60,15,120" radius="5" />
<Sphere center="-20,15,120" radius="5" />
<Sphere center=" 20,15,120" radius="5" />
<Sphere center=" 60,15,120" radius="5" />
-->
<ShaderGroup>
<Parameter scale_s="float 10" />
<Parameter scale_t="float 20" />
<Parameter Ca="color 0.0 0.0 0.0" />
<Parameter Cb="color 1 1 1" />
<Shader name="checkerboard" layer="opac_tex" />
<Parameter Kd="float 0" />
<Parameter Ks="float 1" />
<Parameter Roughness="float 0.1" />
<Parameter Specular_Color="color 1 1 1" />
<Shader name="ubersurface" layer="layer2" />
<Parameter Kd="float 1" />
<Parameter Ks="float 1" />
<Parameter Kt="float 0.5" />
<Parameter Roughness="float 0.02" />
<Parameter Diffuse_Color="color 0.8 0.2 0.2" />
<Parameter Refraction_Color="color 0.8 0.0 0.0" />
<Shader name="ubersurface" layer="layer1" />
<ConnectShaders srclayer="opac_tex" srcparam="Fout" dstlayer="layer1" dstparam="Opacity" />
<ConnectShaders srclayer="layer2" srcparam="Out_Ci" dstlayer="layer1" dstparam="Next_Layer" />
</ShaderGroup>
<Quad corner="-80,70, 20" edge_x="0,-60 ,90" edge_y="160,0,0" />
<ShaderGroup>
<Parameter power="float 2000" />
<Shader name="emitter" layer="layer1" />
</ShaderGroup>
<Sphere center="-90, 130, 50" radius="1" is_light="yes" /> <!--Lite -->
<Sphere center="-35, 130, 50" radius="5" is_light="yes" /> <!--Lite -->
<Sphere center=" 30, 130, 50" radius="10" is_light="yes" /> <!--Lite -->
<Sphere center=" 90, 130, 50" radius="20" is_light="yes" /> <!--Lite -->
</World>