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#usda 1.0
(
"WARNING: THIS FILE IS GENERATED BY usdGenSchema. DO NOT EDIT."
)
class "HydraGenerativeProceduralAPI" (
doc = """
This API extends and configures the core UsdProcGenerativeProcedural schema
defined within usdProc for use with hydra generative procedurals as defined
within hdGp.
"""
)
{
token primvars:hdGp:proceduralType (
doc = """The registered name of a HdGpGenerativeProceduralPlugin to
be executed."""
)
token proceduralSystem = "hydraGenerativeProcedural" (
doc = '''
This value should correspond to a configured instance of
HdGpGenerativeProceduralResolvingSceneIndex which will evaluate the
procedural. The default value of "hydraGenerativeProcedural" matches
the equivalent default of HdGpGenerativeProceduralResolvingSceneIndex.
Multiple instances of the scene index can be used to determine where
within a scene index chain a given procedural will be evaluated.
'''
)
}
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# Portions of this file auto-generated by usdGenSchema.
# Edits will survive regeneration except for comments and
# changes to types with autoGenerated=true.
{
"Plugins": [
{
"Info": {
"Types": {
"UsdHydraDiscoveryPlugin": {
"bases": [
"NdrDiscoveryPlugin"
],
"displayName": "Discovery plugin for deprecated hydra shaders."
},
"UsdHydraGenerativeProceduralAPI": {
"alias": {
"UsdSchemaBase": "HydraGenerativeProceduralAPI"
},
"apiSchemaCanOnlyApplyTo": [
"GenerativeProcedural"
],
"autoGenerated": true,
"bases": [
"UsdAPISchemaBase"
],
"schemaKind": "singleApplyAPI"
}
}
},
"LibraryPath": "",
"Name": "usdHydra",
"ResourcePath": "resources",
"Root": "..",
"Type": "library"
}
]
}
@@ -0,0 +1,35 @@
-- glslfx version 0.1
//
// Copyright 2018 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
-- configuration
{
"techniques": {
"default": {
}
}
}
-- This file is intentionally empty.
@@ -0,0 +1,252 @@
#usda 1.0
def Shader "HwPtexTexture_1" (
sdrMetadata = {
token role = "texture"
token isPtex = "1"
}
)
{
uniform token info:id = "HwPtexTexture_1"
uniform token info:implementationSource = "sourceAsset"
# Add a dummy sourceAsset attribute with sourceType="glslfx", so that
# an entry gets created for this deprecated shader in the registry.
uniform asset info:glslfx:sourceAsset = @./empty.glslfx@
token inputs:faceIndexPrimvar = "ptexFaceIndex" (
sdrMetadata = {
token primvarProperty = "1"
}
)
token inputs:faceOffsetPrimvar = "ptexFaceOffset" (
sdrMetadata = {
token primvarProperty = "1"
}
)
asset inputs:file = @@ (
doc = "Asset path to the file containg the image data."
)
float inputs:frame (
doc = "The frame offset for animated textures."
)
float inputs:textureMemory (
doc = """Amount of memory used to store the texture (in Mb). A value of
zero specifies the native resolution."""
)
int inputs:faceIndex (
doc = """The Ptex face index from which to sample. By default, this
parameter will be bound to the ptexFaceIndex primvar."""
)
int inputs:faceOffset (
doc = """The Ptex face offset to be applied to the face index. By
default, this parameter will be bound to the ptexFaceOffset primvar."""
)
float outputs:r (
doc = "Outputs the red channel."
sdrMetadata = {
token swizzle = "x"
}
)
float outputs:g (
doc = "Outputs the green channel."
sdrMetadata = {
token swizzle = "y"
}
)
float outputs:b (
doc = "Outputs the blue channnel."
sdrMetadata = {
token swizzle = "z"
}
)
float outputs:a (
doc = "Outputs the alpha channnel."
sdrMetadata = {
token swizzle = "w"
}
)
float3 outputs:rgb (
doc = "Outputs the red, green and blue channels."
sdrMetadata = {
token swizzle = "xyz"
}
)
float4 outputs:rgba (
doc = "Outputs all 4 channels (red, green, blue and alpha)."
sdrMetadata = {
token swizzle = "xyzw"
}
)
}
def Shader "HwUvTexture_1" (
sdrMetadata = {
token role = "texture"
token primvars = "uv"
}
)
{
uniform token info:id = "HwUvTexture_1"
uniform token info:implementationSource = "sourceAsset"
# Add a dummy sourceAsset attribute with sourceType="glslfx", so that
# an entry gets created for this deprecated shader in the registry.
uniform asset info:glslfx:sourceAsset = @./empty.glslfx@
asset inputs:file = @@ (
doc = "Asset path to the file containg the image data."
)
float inputs:frame (
doc = "The frame offset for animated textures."
)
float inputs:textureMemory (
doc = """Amount of memory used to store the texture (in Mb). A value of
zero specifies the native resolution."""
)
float2 inputs:uv (
doc = "The uv coordinates at which to sample the texture."
)
token inputs:wrapS (
allowedTokens = ["clamp", "repeat", "mirror", "black"]
doc = "Specifies the wrap mode for this texture."
)
token inputs:wrapT (
allowedTokens = ["clamp", "repeat", "mirror", "black"]
doc = "Specifies the wrap mode for this texture."
)
token inputs:minFilter (
allowedTokens = ["nearest", "linear",
"linearMipmapLinear", "linearMipmapNearest",
"nearestMipmapLinear", "nearestMipmapNearest" ]
doc = "Specifies the minification filter mode for this texture."
)
token inputs:magFilter (
allowedTokens = ["nearest", "linear"]
doc = "Specifies the magnification filter mode for this texture."
)
float4 inputs:fallback = (0.0, 0.0, 0.0, 1.0) (
doc = """Fallback value to be used when no texture is connected."""
sdrMetadata = {
token defaultInput = "1"
}
)
}
def Shader "HwFieldReader_1" (
sdrMetadata = {
token role = "field"
}
doc = """Samples from a usdVol FieldAsset."""
)
{
uniform asset info:glslfx:sourceAsset = @./empty.glslfx@
uniform token info:implementationSource = "sourceAsset"
token inputs:fieldname = "" (
connectability = "interfaceOnly"
doc = """Name of the field to be fetched from volume
(e.g., FOO if the relationship from the volume to field is called field::FOO)."""
sdrMetadata = {
token fieldProperty = "1"
}
)
}
def Shader "HwFieldReader_float" (
inherits = </HwFieldReader_1>
)
{
uniform token info:id = "HwFieldReader_float"
float inputs:fallback = 0 (
doc = "Fallback value to be returned when fetch failed."
sdrMetadata = {
token defaultInput = "1"
}
)
float outputs:result (
sdrMetadata = {
token swizzle = "x"
}
)
}
def Shader "HwFieldReader_float2" (
inherits = </HwFieldReader_1>
)
{
uniform token info:id = "HwFieldReader_float2"
float2 inputs:fallback = (0, 0) (
doc = "Fallback value to be returned when fetch failed."
sdrMetadata = {
token defaultInput = "1"
}
)
float2 outputs:result (
sdrMetadata = {
token swizzle = "xy"
}
)
}
def Shader "HwFieldReader_float3" (
inherits = </HwFieldReader_1>
)
{
uniform token info:id = "HwFieldReader_float3"
float3 inputs:fallback = (0, 0, 0) (
doc = "Fallback value to be returned when fetch failed."
sdrMetadata = {
token defaultInput = "1"
}
)
float3 outputs:result (
sdrMetadata = {
token swizzle = "xyz"
}
)
}
def Shader "HwPrimvar_1" (
sdrMetadata = {
token role = "primvar"
}
)
{
uniform token info:id = "HwPrimvar_1"
uniform token info:implementationSource = "sourceAsset"
# Add a dummy sourceAsset attribute with sourceType="glslfx", so that
# an entry gets created for this deprecated shader in the registry.
uniform asset info:glslfx:sourceAsset = @./empty.glslfx@
token inputs:varname = "" (
sdrMetadata = {
bool primvarProperty = 1
}
doc = """The name of the primvar. Note that on the gprim, this primvar
must follow the standard UsdGeom primvar declaration.
Further note that this name should not contain the UsdGeom primvar
namespace prefix.
"""
)
}
@@ -0,0 +1,201 @@
#usda 1.0
(
"This file describes the Pixar-specific USD Geometric schemata for code generation."
subLayers = [
@usd/schema.usda@
]
)
over "GLOBAL" (
customData = {
string libraryName = "usdHydra"
string libraryPath = "pxr/usd/usdHydra"
dictionary libraryTokens = {
dictionary HwPrimvar_1 = {
string doc = """The id value of a Primvar shader."""
}
dictionary HwPtexTexture_1 = {
string doc = """The id value of a PtexTexture shader."""
}
dictionary HwUvTexture_1 = {
string doc = """The id value of a UvTexture shader."""
}
dictionary displayLookBxdf = {
string value = "displayLook:bxdf"
string doc = """\deprecated This has been deprecated in favor of
the glslfx:surface output.
Relationship on a material that targets the "bxdf" or the
surface shader prim."""
}
dictionary infoFilename = {
string value = "inputs:file"
string doc = """ The special "info:filename" property of a hydra
Texture shader, which points to a resolvable texture asset."""
}
dictionary infoVarname = {
string value = "inputs:varname"
string doc = """
"""
}
dictionary textureMemory = {
string doc = """A shader input on a hydra Texture shader."""
}
dictionary frame = {
string doc = """A shader input on a "Texture" shader."""
}
dictionary uv = {
string doc = """A shader input on a hydra UvTexture shader."""
}
dictionary wrapS = {
string doc = """A shader input on a hydra UvTexture shader which
defines the behavior of texture coordinates that are outside the
bounds of the texture."""
}
dictionary wrapT = {
string doc = """A shader input on a hydra UvTexture shader which
defines the behavior of texture coordinates that are outside the
bounds of the texture."""
}
dictionary black = {
string doc = """Possible value for "wrapT" and "wrapS" inputs on
a "UvTexture" shader prim.
Causes black to be returned when sampling outside the bounds of
the texture."""
}
dictionary clamp = {
string doc = """Possible value for "wrapT" and "wrapS" inputs on
a "UvTexture" shader prim.
Causes the the texture coordinate to be clamped to [0,1]."""
}
dictionary mirror = {
string doc = """Possible value for "wrapT" and "wrapS" inputs on
a "UvTexture" shader prim.
Causes the texture coordinate to wrap around like a mirror. -0.2
becomes 0.2, -1.2 becomes 0.8, etc. ,"""
}
dictionary repeat = {
string doc = """Possible value for "wrapT" and "wrapS" inputs on
a "UvTexture" shader prim.
Causes the texture coordinate to wrap around the texture. So a
texture coordinate of -0.2 becomes the equivalent of 0.8."""
}
dictionary useMetadata = {
string doc = """Possible value for "wrapT" and "wrapS" inputs on
a "UvTexture" shader prim.
Causes the wrap value to be loaded from the texture file instead
of being specified in the prim. If the texture file doesn't
support metadata or the metadata doesn't contain a wrap mode,
the "black" wrap mode is used."""
}
dictionary magFilter = {
string doc = """An input on a UvTexture shader."""
}
dictionary minFilter = {
string doc = """An input on a UvTexture shader."""
}
dictionary linearMipmapLinear = {
string doc = """See https://www.opengl.org/wiki/Sampler_Object ,
Possible value for the "minFilter" input on a UvTexture shader.
"""
}
dictionary linearMipmapNearest = {
string doc = """See https://www.opengl.org/wiki/Sampler_Object
Possible value for the "minFilter" input on a UvTexture shader.
"""
}
dictionary nearestMipmapNearest = {
string doc = """See https://www.opengl.org/wiki/Sampler_Object
Possible value for the "minFilter" input on a UvTexture shader.
"""
}
dictionary linear = {
string doc = """A weighted linear blend of nearest adjacent
samples.
Possible value for "minFilter" and "magFilter" inputs on a
UvTextureshader."""
}
dictionary nearest = {
string doc = """Selects the nearest sample for the given
coordinate
Possible value for "minFilter" and "magFilter" inputs on a
UvTexture shader."""
}
dictionary nearestMipmapLinear = {
string doc = """See https://www.opengl.org/wiki/Sampler_Object
Possible value for "minFilter" and "magFilter" inputs on a
UvTexture shader."""
}
dictionary faceIndex = {
string doc = """The "faceIndex" shader input on a hydra
"PtexTexture" shader."""
}
dictionary faceOffset = {
string doc = """The "faceOffset" shader input on a hydra
"PtexTexture" shader."""
}
}
}
){
}
class "HydraGenerativeProceduralAPI" (
inherits = </APISchemaBase>
doc = """
This API extends and configures the core UsdProcGenerativeProcedural schema
defined within usdProc for use with hydra generative procedurals as defined
within hdGp.
"""
customData = {
string className = "GenerativeProceduralAPI"
token[] apiSchemaCanOnlyApplyTo = ["GenerativeProcedural"]
}
){
token primvars:hdGp:proceduralType (
doc = """The registered name of a HdGpGenerativeProceduralPlugin to
be executed."""
customData = {
string apiName = "proceduralType"
}
)
token proceduralSystem = "hydraGenerativeProcedural" (
doc = """
This value should correspond to a configured instance of
HdGpGenerativeProceduralResolvingSceneIndex which will evaluate the
procedural. The default value of "hydraGenerativeProcedural" matches
the equivalent default of HdGpGenerativeProceduralResolvingSceneIndex.
Multiple instances of the scene index can be used to determine where
within a scene index chain a given procedural will be evaluated.
"""
)
}