mdl 1.5; import ::tex::*; import ::math::*; import ::anno::*; import ::base::*; import ::state::*; export float get_float( uniform texture_2d t, float f ){ return ::tex::texture_isvalid(t) ? ::base::file_texture(t, color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_maximum, ::base::texture_coordinate_info(::state::texture_coordinate(0), ::state::texture_tangent_u(0), ::state::texture_tangent_v(0)), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false).mono : f; } export color get_color( uniform texture_2d t, color c ){ return ::tex::texture_isvalid(t) ? ::base::file_texture(t, color(0.f, 0.f, 0.f), color(1.f, 1.f, 1.f), ::base::mono_alpha, ::base::texture_coordinate_info(::state::texture_coordinate(0), ::state::texture_tangent_u(0), ::state::texture_tangent_v(0)), float2(0.f, 1.f), float2(0.f, 1.f), ::tex::wrap_repeat, ::tex::wrap_repeat, false).tint : c; } export float apply_roughness_influence( uniform texture_2d t, float f, float i ){ return ::math::lerp(f, get_float(t, f), i); } export color get_volume_absorption( float absorption = float(0) [[ anno::display_name("Volume Absorption"), anno::description("Controls how much light is absorbed through the surface"), anno::hard_range(0.0,1000.0), anno::soft_range(0.0,1.0) ]], color absorptionColor = color(1) [[ anno::display_name("Absorption Color"), anno::description("Simulates shifts in color when light passes through the surface") ]] ) [[ anno::display_name("Absorption"), anno::description("Provides an absorption coefficient for the volume") ]] { return (absorption>0)? -math::log(math::clamp(absorptionColor, color(0.01), color(0.99)))*absorption*100.0 : color(0); } export color volume_scattering( float scattering = float(0) [[ anno::display_name("Volume Scattering"), anno::description("Controls how much light is scattered through the surface"), anno::hard_range(0.0,1000.0), anno::soft_range(0.0,1.0) ]] ) [[ anno::display_name("Scattering"), anno::description("Provides a scattering coefficient for the volume") ]] { return (scattering>0)? -math::log(color(0.5))*scattering*100.0 : color(0); }