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Tables


Table 3: Predefined surface shader variables
Name Type Description
Cs color Surface color
Os color Surface opacity
P point Surface position
dPdu vector Derivative of surface position along u
dPdv vector Derivative of surface position along v
N normal Surface shading normal
Ng normal Surface geometric normal
u,v float Surface parameters
du,dv float Change in surface parameters
s,t float Surface texture coordinates
L vector Incoming light ray direction
Cl color Incoming light ray color
Ol color Incoming light ray opacity
E point Position of the eye
I vector Incident ray direction
ncomps float Number of color components
time float Current shutter time
dtime float The amount of time covered by this shading sample
dPdtime vector How the surface position P is changing per unit time,
    as described by motion blur in the scene
Ci color Incident ray color
Oi color Incident ray opacity



Table 4: Predefined imager shader variables
Name Type Description
P point Pixel raster position
Ci color Pixel color
Oi color Pixel opacity
alpha float Fractional pixel coverage
ncomps float Number of color components
time float Shutter open time
dtime float The amount of time the shutter was open
Ci color Output pixel color
Oi color Output pixel opacity



Table 5: Predefined light source shader variables
Name Description
P Surface position on the light
dPdu Derivative of surface position along u
dPdv Derivative of surface position along v
N Surface shading normal on the light
Ng Surface geometric normal on the light
u,v Surface parameters
du,dv Change in surface parameters
s,t Surface texture coordinates
L Outgoing light ray direction
Ps Position being illuminated
E Position of the eye
ncomps Number of color components
time Current shutter time
dtime The amount of time covered by this shading sample
Cl Outgoing light ray color
Ol Outgoing light ray opacity



next up previous contents
Next: Bibliography Up: Shader Writing Previous: Volume Shaders   Contents
Jan Walter 2004-02-09