A basic texture map in VEX.
A .vfl file that creates a basic texture map shader.
Date Created:Friday December 29th, 2006 03:41 AM
Date Modified:Tuesday July 29th, 2008 08:30 PM

/*
*
* Author: Dan Lynch
*
*/
#pragma hint Ka color
#pragma hint Kd color
#pragma hint Ks color
#pragma hint map image
#pragma hint uv hidden
#pragma group Color Ka Kd Ks roughness
#pragma group Texture map
#pragma label map "Texture Map"
#pragma label Ka "Ambient"
#pragma label Kd "Diffuse"
#pragma label Ks "Specular"
#pragma label roughness "Roughness"
surface
bd_map
(
vector Ka=1, Kd=1, Ks=1;
float roughness = .1;
export vector uv = 0;
string map = "Mandril.pic";
)
{
float u = 0;
float V = 0;
if (!isbound("uv")) {
u = s;
V = t;
}
else {
u = getcomp(uv,0);
V = getcomp(uv,1);
}
vector Nn = normalize(N);
vector In = normalize(I);
//colormap() is similiar to texture()
//vector tmap = vector (colormap(map,u,V, "mode", "clamp"));
vector tmap = vector (texture(map,u,V));
Cf = ambient(Nn,In)*Ka;
Cf += diffuse(Nn, In)*Kd;
Cf += specular(Nn,-In,roughness)*Ks;
Cf *= tmap;
}
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Download: basic_texture_map.vfl 1 KB
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Basic Texture Map by Dan Lynch
is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License
Based on a work at www.3daet.com
Permissions beyond the scope of this license may be available at http://www.3daet.com
