/* Name : granite_raw.vfl * * Produced By : Liza Keith --
/* Name : granite_polished.vfl * * Produced By : Liza Keith
/* Name : cloudyforenvmap.vfl * * Produced By : Keita Maeda * Modifed By : 정현준 * Shader 소개 : 구름환경맵같은 효과가 나는 shader입니다. */// global-header#include "math.h"#include "prman.h"#include "shading.h"#include "pop.h"#include "STREE_math.h"// main-opensurface cloudyforenvmap(){ // main-header float st_1_S; float st_1_T; float crease_6_OUT; float crease_7_OU...
/* Name : camo_desert.vfl * * Produced By : Keita Maeda * Modifed By : 정현준 * Shader 소개 : 사막지대 카모플라주 군복무늬입니다. (색상변경가능) */// PRAGMA#pragma label shift ""#pragma hint shift float#pragma label gain ""#pragma hint gain float#pragma label Ka ""#pragma hint Ka float#pragma label Kd ""#pragma hint Kd float#pragma label frequency "FREQUENCY"#pragma hint fre...
/* Name : dented.vfl * * Produced By : Keita Maeda * Modifed By : 정현준 * Shader 소개 : Bump mapping을 이용한 울퉁불퉁한 shader입니다. */// PRAGMA SECTION //#pragma label Km "KM"#pragma hint Km float#pragma label earthHeight ""#pragma hint earthHeight float#pragma label earthDensity ""#pragma hint earthDensity float#pragma label iterations ""#pragma hint iteration...
/* Name : beaten.vfl * * Produced By : Keita Maeda * Modifed By : 정현준 * Shader 소개 : Bump mapping을 이용한 울퉁불퉁한 shader입니다. */// PRAGMA#pragma label inc ""#pragma hint inc float#pragma label freq ""#pragma hint freq float#pragma label octaves ""#pragma hint octaves float#pragma label Km "BUMP AMP"#pragma hint Km float#pragma label waterColor "WATER COLO...
/* Name : st_plastic.vfl * * Produced By : Keita Maeda * Modifed By : 정현준 * Shader 소개 : 플라스틱 shader입니다. */// PRAGMA// global-header#include "math.h"#include "prman.h"#include "shading.h"#include "pop.h"#include "STREE_math.h"// main-opensurface st_plastic(){ // main-header vector plastic_1_OF; vector plastic_1_CF; // main-body // plastic_1 plastic_...
/* * Name : triples.vfl * * Produced By : Keita Maeda * Modifed By : 정현준 * * Shader 소개 : 타원모양의 패턴이 들어간 Displacement Shader입니다. */#include <prman.h>#include <vexnotes.h>displacement triples(float Km = 0.2, sfreq = 50, tfreq = 27){ float pavirsius, sluoksnis, ryskumas, ss, tt, row, col, fuzz,radius, d; float nois, x, y, z, q; point center...
/* * Name : leafcolor.vfl * * Produced By : Keita Maeda * Modifed By : 정현준 * * Shader 소개 : 잎모양의 shader입니다. */#include <prman.h>#include <vexnotes.h>surfaceleafcolor( float vein_freq = 8; color vein_color = {0.0, 0.303, 0.015}; color autumn_color = {0.545, 0.270, 0.074}; float autumn_left = 0.5; float Ks = 0.0, Kd = 0.2, Ka = 1, roughnes...
/* * Name : leafveins.vfl * * Produced By : Keita Maeda * Modifed By : 정현준 * * Shader 소개 : 잎모양의 displacement shader입니다. */#include <prman.h>#include <vexnotes.h>displacementleafveins( float Km = 0.02; float vein_freq = 8;){ float magnitude = 0.0, layer_mag; float ss, tt; float fuzz = 0.02, d; float dampzone = 0.1, mag_fac;/* main stem l...