This page provides information about the GLSL material in V-Ray for Blender.
Overview
The V-RayMtl GLSL can be used to load GLSL shaders (.frag, .glsl files) or V-Ray precompiled fragment shaders (.pfrag files) and render them directly with V-Ray. If the shader file describes a material (rather than a texture), it can be rendered with a VRay GLSL Material.
This material is part of the first stage of V-Ray implementation of GLSL support. In this version of V-Ray, the shaders are compiled to byte code for a software virtual machine, which is then interpreted. Due to this run-time interpretation, GLSL shaders can be somewhat slower to render than V-Ray shaders written in C++. In future builds of V-Ray, shaders will be directly compiled into machine code for faster rendering.
Parameters
Shader File – Specifies the .glsl, .frag, or .pfrag file that contains the shader code.
Max Ray Depth – Specifies the maximum reflection/refraction depth for the shader.
Clamp Result – Determines whether to force the result in the [0, Clamp Value] range or not.
Clamp Value – Specifies the upper clamp limit if Clamp Result is enabled.
Use Shader Alpha – Uses the alpha calculated in the shader.
Transparency Colortex – Overrides the alpha if Use Shader Alpha is disabled.