raincole Posted December 24, 2021 Share Posted December 24, 2021 I'm trying to write my own stylized shaders in Houdini. I've checked https://www.sidefx.com/docs/houdini/shade/opengl.html and https://www.sidefx.com/docs/houdini/shade/glsl.html . I've also found the code of a default shader in $HFS/houdini/glsl/asset/ogl3_default_glsl_shader.prog, which uses ogl3_default_glsl_shader.frag: if(glH_MaterialPass == 0) { // Direct lighting pass, compute illumination lamb = vec3(0.0); ldiff = vec3(0.0); if(has_env_map) lspec = vec3(0.0); else lspec += vec3(reflect) * mspec * (1-alpha) * 0.5; HOUlightingModel(p, nN, ambient_color,diff,specular_color, metallic_color, lamb, ldiff, lspec, rough, diff_rough, ior, mtl, specular_model,alpha); #using envLighting } else lspec = mspec; What does #using envLighting do...? Is #using even a GLSL keyword? Quote Link to comment Share on other sites More sharing options...
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