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?
