GLSL shader: how does #using envLighting work?

   1076   0   0
User Avatar
Member
692 posts
Joined: Aug. 2019
Offline
I'm trying to write my own stylized shaders in Houdini. I've checked https://www.sidefx.com/docs/houdini/shade/opengl.html [www.sidefx.com] and https://www.sidefx.com/docs/houdini/shade/glsl.html [www.sidefx.com] .

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?
Edited by raincole - Dec. 24, 2021 01:33:13

Attachments:
Screenshot 2021-12-24 142513.png (973.9 KB)
Screenshot 2021-12-24 142524.png (913.2 KB)

  • Quick Links