This page provides details on the settings for the GLSL Material in V-Ray.
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The GLSL shader is supported by V-Ray GPU within limitations. Below you can find detailed information about the GPU support.
Feature | GPU Support |
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Built-in variables | |
gl_NormalMatrix | Always identity matrix. |
gl_ModelViewMatrixTranspose | Always identity matrix. |
gl_TextureMatrix | Always identity matrix. |
gl_TextureMatrixInverse | Always identity matrix. |
gl_TextureMatrixInverseTranspose | Always identity matrix. |
gl_TextureMatrixTranspose | Always identity matrix. |
gl_ModelViewMatrixInverseTranspose | Always identity matrix. |
gl_FogFragCoord | Always is a zero. |
gl_TexCoord[] | All gl_TexCoord[] elements are identical, i.e. multiple UVW channels are not supported. 1 |
Built-in functions | |
dFdx(); dFdy() | Always return zero. |
fwidth() | Always returns zero. |
V-Ray extensions to GLSL | |
vr_Velocity | Always is a zero. |
vr_NumSuperSamples | Always is 1. |
vr_SuperSampleIndex | Always is 1. |
vr_TextureDu[] | Not supported. |
vr_TextureDv[] | Not supported. |
vr_VertexData[] | Not supported. |
vr_FrameData | Only the following are supported: vr_FrameData.focalLength |
vr_trace() | Not supported. |
vr_evalLight() | Not supported. If attempted to call it will assign the following constants to the output light iterator: light.dot_nl = -1.0 |
vr_intersect() | Not supported. |
BRDF | Only the following BRDF calls are supported 2: vr_brdf_diffuse() |
Keywords | The following keywords are ignored: __channel __persistent __native |
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1 – This is still work in progress.
2 – Experimental feature.