- 
        
        
            
                area
            
        
        
            Returns the area of the micropolygon containing a variable such as P.
        
        
     
    
        
    
    
    
    - 
        
        
            
                blinnBRDF
            
        
        
        
     
    
        
    
    
    
    - 
        
        
            
                bouncelabel
            
        
        
        
     
    
        
    
    
    
    - 
        
        
            
                bouncemask
            
        
        
        
     
    
        
    
    
    
    - 
        
        
            
                diffuseBRDF
            
        
        
        
     
    
        
    
    
    
    - 
        
        
            
                filterstep
            
        
        
            Returns the anti-aliased weight of the step function.
        
        
     
    
        
    
    
    
    - 
        
        
            
                fresnel
            
        
        
            Computes the fresnel reflection/refraction contributions given an
incoming vector, surface normal (both normalized), and an index of
refraction (eta).
        
        
     
    
        
    
    
    
    - 
        
        
            
                frontface
            
        
        
            If dot(I, Nref) is less than zero, N will be negated.
        
        
     
    
        
    
    
    
    - 
        
        
            
                gather
            
        
        
            Sends rays into the scene and returns information from the shaders of
surfaces hit by the rays.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getblurP
            
        
        
            Returns the blurred point position (P) vector at a fractional time within the motion blur exposure.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getcomponents
            
        
        
        
     
    
        
    
    
    
    - 
        
        
            
                getderiv
            
        
        
            Evaluates surface derivatives of an attribute.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getfogname
            
        
        
            Returns the name of the current object whose shader is being run.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getglobalraylevel
            
        
        
            Returns the depth of the ray tree for computing global
illumination.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getgroupid
            
        
        
            Returns group id containing current primitive.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getlight
            
        
        
            Returns a light struct for the specified light identifier.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getlightid
            
        
        
            Returns the light id for a named light (or -1 for an invalid name).
        
        
     
    
        
    
    
    
    - 
        
        
            
                getlightname
            
        
        
            Returns the name of the current light when called from within an illuminance loop, or converts an integer light ID into the light’s name.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getlights
            
        
        
            Returns an array of light identifiers for the currently shaded surface.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getlightscope
            
        
        
            Returns a selection of lights that illuminate a given material.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getlocalcurvature
            
        
        
            Evaluates local curvature of primitive grid, using the same curvature evaluation method as Measure SOPs.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getmaterial
            
        
        
            Returns a material struct for the current surface.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getmaterialid
            
        
        
            Returns material id of shaded primitive.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getobjectid
            
        
        
            Returns the object id for the current shading context.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getobjectname
            
        
        
            Returns the name of the current object whose shader is being run.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getphotonlight
            
        
        
            Returns the integer ID of the light being used for photon shading.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getprimid
            
        
        
            Returns the number of the current primitive.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getptextureid
            
        
        
            Returns the ptexture face id for the current primitive.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getraylevel
            
        
        
            Returns the depth of the ray tree for the current shading.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getrayweight
            
        
        
            Returns an approximation to the contribution of the ray to the final
pixel color.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getsamplestore
            
        
        
            Looks up sample data in a channel, referenced by a point.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getscope
            
        
        
            Returns a selection of objects visible to rays for a given material.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getsmoothP
            
        
        
            Returns modified surface position based on a smoothing function.
        
        
     
    
        
    
    
    
    - 
        
        
            
                getuvtangents
            
        
        
            Evaluates UV tangents at a point on an arbitrary object.
        
        
     
    
        
    
    
    
    - 
        
        
            
                gradient
            
        
        
            Returns the gradient of a field.
        
        
     
    
        
    
    
    
    - 
        
        
            
                haslight
            
        
        
            Returns whether a light illuminates the given material.
        
        
     
    
        
    
    
    
    - 
        
        
            
                illuminance
            
        
        
            Loops through all light sources in the scene, calling the light shader for each light source to set the Cl and L global variables.
        
        
     
    
        
    
    
    
    - 
        
        
            
                interpolate
            
        
        
            Interpolates a value across the currently shaded micropolygon.
        
        
     
    
        
    
    
    
    - 
        
        
            
                intersect_lights
            
        
        
            Finds the nearest intersection of a ray with any of a list of (area) lights and runs the light shader at the intersection point.
        
        
     
    
        
    
    
    
    - 
        
        
            
                irradiance
            
        
        
            Computes irradiance (global illumination) at the point P with the normal N.
        
        
     
    
        
    
    
    
    - 
        
        
            
                isfogray
            
        
        
            Returns 1 if the shader is being called to evaluate illumination for
fog objects, or 0 if the light or shadow shader is being called to
evaluate surface illumination.
        
        
     
    
        
    
    
    
    - 
        
        
            
                israytracing
            
        
        
            Indicates whether a shader is being executed for ray tracing.
        
        
     
    
        
    
    
    
    - 
        
        
            
                isshadowray
            
        
        
            Returns 1 if the shader is being called to evaluate opacity for
shadow rays, or 0 if the shader is being called to evaluate for surface
color.
        
        
     
    
        
    
    
    
    - 
        
        
            
                isuvrendering
            
        
        
            Indicats whether the shader is being evaulated while doing UV rendering (e.g. texture unwrapping)
        
        
     
    
        
    
    
    
    - 
        
        
            
                lightbounces
            
        
        
            Returns the bounce mask for a light struct.
        
        
     
    
        
    
    
    
    - 
        
        
            
                lightid
            
        
        
            Returns the light id for a light struct.
        
        
     
    
        
    
    
    
    - 
        
        
            
                limport
            
        
        
            Imports a variable from the light shader for the surface.
        
        
     
    
        
    
    
    
    - 
        
        
            
                matchvex_blinn
            
        
        
            Returns a BSDF that matches the output of the traditional VEX blinn function.
        
        
     
    
        
    
    
    
    - 
        
        
            
                matchvex_specular
            
        
        
            Returns a BSDF that matches the output of the traditional VEX specular function.
        
        
     
    
        
    
    
    
    - 
        
        
            
                nbouncetypes
            
        
        
        
     
    
        
    
    
    
    - 
        
        
            
                occlusion
            
        
        
            Computes ambient occlusion.
        
        
     
    
        
    
    
    
    - 
        
        
            
                pathtrace
            
        
        
            Computes global illumination using PBR for secondary bounces.
        
        
     
    
        
    
    
    
    - 
        
        
            
                phongBRDF
            
        
        
        
     
    
        
    
    
    
    - 
        
        
            
                rayhittest
            
        
        
            Sends a ray from the position P along the direction D.
        
        
     
    
        
    
    
    
    - 
        
        
            
                rayimport
            
        
        
            Imports a value sent by a shader in a gather loop.
        
        
     
    
        
    
    
    
    - 
        
        
            
                reflect
            
        
        
            Returns the vector representing the reflection of the direction
against the normal.
        
        
     
    
        
    
    
    
    - 
        
        
            
                reflectlight
            
        
        
            Computes the amount of reflected light which hits the surface.
        
        
     
    
        
    
    
    
    - 
        
        
            
                refract
            
        
        
            Returns the refraction ray given an incoming direction, the
normalized normal and an index of refraction.
        
        
     
    
        
    
    
    
    - 
        
        
            
                refractlight
            
        
        
            Computes the illumination of surfaces refracted by the current
surface.
        
        
     
    
        
    
    
    
    - 
        
        
            
                renderstate
            
        
        
            Queries the renderer for a named property.
        
        
     
    
        
    
    
    
    - 
        
        
            
                resolvemissedray
            
        
        
            Returns the background color for rays that exit the scene.
        
        
     
    
        
    
    
    
    - 
        
        
            
                scatter
            
        
        
            Evaluates a scattering event through the domain of a geometric object.
        
        
     
    
        
    
    
    
    - 
        
        
            
                setcurrentlight
            
        
        
            Sets the current light
        
        
     
    
        
    
    
    
    - 
        
        
            
                setsamplestore
            
        
        
            Stores sample data in a channel, referenced by a point.
        
        
     
    
        
    
    
    
    - 
        
        
            
                shadow
            
        
        
            Calls shadow shaders for the current light source.
        
        
     
    
        
    
    
    
    - 
        
        
            
                shadow_light
            
        
        
            Executes the shadow shader for a given light and returns the amount of shadowing as a multiplier of the shaded color.
        
        
     
    
        
    
    
    
    - 
        
        
            
                shimport
            
        
        
            Imports a variable from the shadow shader for the surface.
        
        
     
    
        
    
    
    
    - 
        
        
            
                simport
            
        
        
            Imports a variable sent by a surface shader in an illuminance loop.
        
        
     
    
        
    
    
    
    - 
        
        
            
                specularBRDF
            
        
        
            Returns the computed BRDFs for the different lighting models used in VEX shading.
        
        
     
    
        
    
    
    
    - 
        
        
            
                storelightexport
            
        
        
            Stores exported data for a light.
        
        
     
    
        
    
    
    
    - 
        
        
            
                switch
            
        
        
            Use a different bsdf for direct or indirect lighting.
        
        
     
    
        
    
    
    
    - 
        
        
            
                trace
            
        
        
            Sends a ray from P along the normalized vector D.
        
        
     
    
        
    
    
    
    - 
        
        
            
                translucent
            
        
        
            Returns a Lambertian translucence BSDF.
        
        
     
    
        
    
    
    
    - 
        
        
            
                uvunwrap
            
        
        
            Computes the position and normal at given (u, v) coordinates.
        
        
     
    
        
    
    
    
    - 
        
        
            
                wireblinn
            
        
        
        
     
    
        
    
    
    
    - 
        
        
            
                wirediffuse
            
        
        
        
     
    
        
    
    
    
    - 
        
        
            
                writepixel
            
        
        
            Writes color information to a pixel in the output image