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GLSL Shader VEX Code not picked up by Mantra ? [SOLVED]


djo

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Hey Guys,

 

I've been playing around with the GLSL shader for a few days and understood how it works etc.. I created a shader using mostly he vertex and fragment shader and get a good result of what I am trying to achieve in the viewport.

 

I am now trying to add the vex code to replicate whatever I did in the GLSL shader so it would be picked up by Mantra and render something very similar to what I have in the openGL

However I have no clue as how to bind the vex code to the mantra renderer as it doesn't seem to be taken into account

 

The vex pane is mostly empty so I tried something very simple like this to begin with to make sure the shader was actual rendering something

 

(I called my Houdini asset glslTest)

 

surface glslTest()

{

     vector color = {1,1,0};

     Cf = color;

}

 

I tried this is a standard VEX shop and applied this to the object and it gets taken into account. Does the name of the procedure have to have a specific name or something for it to be taken into account ? I tried main like you would do in the glsl. Do you need to specify some pragmas ? The documentation is lacking a bit on this front given how Houdini is usually outstanding and a model for documentation made right.

 

I would love to avoid having 2 seperate shaders. The documentation seems to be saying the glsl shader can do both viewport and Mantra renders. SideFX please tell us more on this :)

 

Edited by djo
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Ok I found it out :)

 

For anyone interested, I needed to tick get properties from vex code under the node tab in the Type properties windows. This has however broken the parameters I was reading in the GLSL shader. I just need to reassing all the parameters in VEX now and they are properly transfered over to the GLSL shader :)

 

Yay

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