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@@ -0,0 +1,29 @@
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#usda 1.0
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(
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"WARNING: THIS FILE IS GENERATED BY usdGenSchema. DO NOT EDIT."
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)
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class "HydraGenerativeProceduralAPI" (
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doc = """
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This API extends and configures the core UsdProcGenerativeProcedural schema
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defined within usdProc for use with hydra generative procedurals as defined
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within hdGp.
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"""
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)
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{
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token primvars:hdGp:proceduralType (
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doc = """The registered name of a HdGpGenerativeProceduralPlugin to
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be executed."""
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)
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token proceduralSystem = "hydraGenerativeProcedural" (
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doc = '''
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This value should correspond to a configured instance of
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HdGpGenerativeProceduralResolvingSceneIndex which will evaluate the
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procedural. The default value of "hydraGenerativeProcedural" matches
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the equivalent default of HdGpGenerativeProceduralResolvingSceneIndex.
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Multiple instances of the scene index can be used to determine where
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within a scene index chain a given procedural will be evaluated.
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'''
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)
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}
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@@ -0,0 +1,37 @@
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# Portions of this file auto-generated by usdGenSchema.
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# Edits will survive regeneration except for comments and
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# changes to types with autoGenerated=true.
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{
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"Plugins": [
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{
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"Info": {
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"Types": {
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"UsdHydraDiscoveryPlugin": {
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"bases": [
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"NdrDiscoveryPlugin"
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],
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"displayName": "Discovery plugin for deprecated hydra shaders."
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},
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"UsdHydraGenerativeProceduralAPI": {
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"alias": {
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"UsdSchemaBase": "HydraGenerativeProceduralAPI"
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},
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"apiSchemaCanOnlyApplyTo": [
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"GenerativeProcedural"
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],
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"autoGenerated": true,
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"bases": [
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"UsdAPISchemaBase"
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],
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"schemaKind": "singleApplyAPI"
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}
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}
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},
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"LibraryPath": "",
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"Name": "usdHydra",
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"ResourcePath": "resources",
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"Root": "..",
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"Type": "library"
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}
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]
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}
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@@ -0,0 +1,35 @@
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-- glslfx version 0.1
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//
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// Copyright 2018 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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-- configuration
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{
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"techniques": {
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"default": {
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}
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}
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}
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-- This file is intentionally empty.
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@@ -0,0 +1,252 @@
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#usda 1.0
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def Shader "HwPtexTexture_1" (
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sdrMetadata = {
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token role = "texture"
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token isPtex = "1"
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}
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)
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{
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uniform token info:id = "HwPtexTexture_1"
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uniform token info:implementationSource = "sourceAsset"
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# Add a dummy sourceAsset attribute with sourceType="glslfx", so that
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# an entry gets created for this deprecated shader in the registry.
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uniform asset info:glslfx:sourceAsset = @./empty.glslfx@
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token inputs:faceIndexPrimvar = "ptexFaceIndex" (
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sdrMetadata = {
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token primvarProperty = "1"
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}
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)
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token inputs:faceOffsetPrimvar = "ptexFaceOffset" (
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sdrMetadata = {
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token primvarProperty = "1"
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}
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)
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asset inputs:file = @@ (
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doc = "Asset path to the file containg the image data."
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)
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float inputs:frame (
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doc = "The frame offset for animated textures."
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)
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float inputs:textureMemory (
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doc = """Amount of memory used to store the texture (in Mb). A value of
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zero specifies the native resolution."""
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)
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int inputs:faceIndex (
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doc = """The Ptex face index from which to sample. By default, this
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parameter will be bound to the ptexFaceIndex primvar."""
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)
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int inputs:faceOffset (
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doc = """The Ptex face offset to be applied to the face index. By
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default, this parameter will be bound to the ptexFaceOffset primvar."""
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)
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float outputs:r (
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doc = "Outputs the red channel."
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sdrMetadata = {
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token swizzle = "x"
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}
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)
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float outputs:g (
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doc = "Outputs the green channel."
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sdrMetadata = {
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token swizzle = "y"
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}
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)
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float outputs:b (
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doc = "Outputs the blue channnel."
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sdrMetadata = {
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token swizzle = "z"
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}
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)
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float outputs:a (
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doc = "Outputs the alpha channnel."
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sdrMetadata = {
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token swizzle = "w"
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}
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)
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float3 outputs:rgb (
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doc = "Outputs the red, green and blue channels."
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sdrMetadata = {
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token swizzle = "xyz"
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}
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)
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float4 outputs:rgba (
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doc = "Outputs all 4 channels (red, green, blue and alpha)."
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sdrMetadata = {
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token swizzle = "xyzw"
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||||
}
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)
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}
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def Shader "HwUvTexture_1" (
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sdrMetadata = {
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token role = "texture"
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token primvars = "uv"
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}
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||||
)
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{
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uniform token info:id = "HwUvTexture_1"
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uniform token info:implementationSource = "sourceAsset"
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# Add a dummy sourceAsset attribute with sourceType="glslfx", so that
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# an entry gets created for this deprecated shader in the registry.
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uniform asset info:glslfx:sourceAsset = @./empty.glslfx@
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asset inputs:file = @@ (
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doc = "Asset path to the file containg the image data."
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||||
)
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||||
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float inputs:frame (
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||||
doc = "The frame offset for animated textures."
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||||
)
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||||
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float inputs:textureMemory (
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||||
doc = """Amount of memory used to store the texture (in Mb). A value of
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zero specifies the native resolution."""
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)
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||||
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float2 inputs:uv (
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doc = "The uv coordinates at which to sample the texture."
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)
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token inputs:wrapS (
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allowedTokens = ["clamp", "repeat", "mirror", "black"]
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doc = "Specifies the wrap mode for this texture."
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||||
)
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token inputs:wrapT (
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allowedTokens = ["clamp", "repeat", "mirror", "black"]
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||||
doc = "Specifies the wrap mode for this texture."
|
||||
)
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||||
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token inputs:minFilter (
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allowedTokens = ["nearest", "linear",
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"linearMipmapLinear", "linearMipmapNearest",
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"nearestMipmapLinear", "nearestMipmapNearest" ]
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doc = "Specifies the minification filter mode for this texture."
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||||
)
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token inputs:magFilter (
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allowedTokens = ["nearest", "linear"]
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doc = "Specifies the magnification filter mode for this texture."
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)
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float4 inputs:fallback = (0.0, 0.0, 0.0, 1.0) (
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doc = """Fallback value to be used when no texture is connected."""
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sdrMetadata = {
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token defaultInput = "1"
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}
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)
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}
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def Shader "HwFieldReader_1" (
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sdrMetadata = {
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token role = "field"
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}
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doc = """Samples from a usdVol FieldAsset."""
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||||
)
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{
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uniform asset info:glslfx:sourceAsset = @./empty.glslfx@
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uniform token info:implementationSource = "sourceAsset"
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token inputs:fieldname = "" (
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connectability = "interfaceOnly"
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doc = """Name of the field to be fetched from volume
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(e.g., FOO if the relationship from the volume to field is called field::FOO)."""
|
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sdrMetadata = {
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||||
token fieldProperty = "1"
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}
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)
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}
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def Shader "HwFieldReader_float" (
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inherits = </HwFieldReader_1>
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)
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{
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uniform token info:id = "HwFieldReader_float"
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||||
float inputs:fallback = 0 (
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||||
doc = "Fallback value to be returned when fetch failed."
|
||||
sdrMetadata = {
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||||
token defaultInput = "1"
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||||
}
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)
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||||
float outputs:result (
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||||
sdrMetadata = {
|
||||
token swizzle = "x"
|
||||
}
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||||
)
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||||
}
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||||
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def Shader "HwFieldReader_float2" (
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||||
inherits = </HwFieldReader_1>
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||||
)
|
||||
{
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uniform token info:id = "HwFieldReader_float2"
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||||
float2 inputs:fallback = (0, 0) (
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||||
doc = "Fallback value to be returned when fetch failed."
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||||
sdrMetadata = {
|
||||
token defaultInput = "1"
|
||||
}
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||||
)
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||||
float2 outputs:result (
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||||
sdrMetadata = {
|
||||
token swizzle = "xy"
|
||||
}
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||||
)
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||||
}
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def Shader "HwFieldReader_float3" (
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||||
inherits = </HwFieldReader_1>
|
||||
)
|
||||
{
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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 (
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||||
sdrMetadata = {
|
||||
token swizzle = "xyz"
|
||||
}
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||||
)
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||||
}
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||||
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||||
def Shader "HwPrimvar_1" (
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||||
sdrMetadata = {
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||||
token role = "primvar"
|
||||
}
|
||||
)
|
||||
{
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||||
uniform token info:id = "HwPrimvar_1"
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||||
uniform token info:implementationSource = "sourceAsset"
|
||||
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||||
# 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 @@
|
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#usda 1.0
|
||||
(
|
||||
"This file describes the Pixar-specific USD Geometric schemata for code generation."
|
||||
subLayers = [
|
||||
@usd/schema.usda@
|
||||
]
|
||||
)
|
||||
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||||
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.
|
||||
"""
|
||||
)
|
||||
}
|
||||
Reference in new issue
Block a user