- 
        
        
            
                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