253 lines
6.6 KiB
Plaintext
253 lines
6.6 KiB
Plaintext
#usda 1.0
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def Shader "HwPtexTexture_1" (
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sdrMetadata = {
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token role = "texture"
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token isPtex = "1"
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}
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)
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{
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uniform token info:id = "HwPtexTexture_1"
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uniform token info:implementationSource = "sourceAsset"
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# Add a dummy sourceAsset attribute with sourceType="glslfx", so that
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# an entry gets created for this deprecated shader in the registry.
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uniform asset info:glslfx:sourceAsset = @./empty.glslfx@
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token inputs:faceIndexPrimvar = "ptexFaceIndex" (
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sdrMetadata = {
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token primvarProperty = "1"
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}
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)
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token inputs:faceOffsetPrimvar = "ptexFaceOffset" (
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sdrMetadata = {
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token primvarProperty = "1"
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}
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)
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asset inputs:file = @@ (
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doc = "Asset path to the file containg the image data."
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)
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float inputs:frame (
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doc = "The frame offset for animated textures."
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)
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float inputs:textureMemory (
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doc = """Amount of memory used to store the texture (in Mb). A value of
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zero specifies the native resolution."""
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)
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int inputs:faceIndex (
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doc = """The Ptex face index from which to sample. By default, this
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parameter will be bound to the ptexFaceIndex primvar."""
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)
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int inputs:faceOffset (
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doc = """The Ptex face offset to be applied to the face index. By
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default, this parameter will be bound to the ptexFaceOffset primvar."""
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)
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float outputs:r (
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doc = "Outputs the red channel."
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sdrMetadata = {
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token swizzle = "x"
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}
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)
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float outputs:g (
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doc = "Outputs the green channel."
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sdrMetadata = {
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token swizzle = "y"
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}
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)
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float outputs:b (
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doc = "Outputs the blue channnel."
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sdrMetadata = {
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token swizzle = "z"
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}
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)
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float outputs:a (
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doc = "Outputs the alpha channnel."
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sdrMetadata = {
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token swizzle = "w"
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}
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)
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float3 outputs:rgb (
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doc = "Outputs the red, green and blue channels."
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sdrMetadata = {
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token swizzle = "xyz"
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}
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)
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float4 outputs:rgba (
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doc = "Outputs all 4 channels (red, green, blue and alpha)."
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sdrMetadata = {
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token swizzle = "xyzw"
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}
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)
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}
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def Shader "HwUvTexture_1" (
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sdrMetadata = {
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token role = "texture"
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token primvars = "uv"
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}
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)
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{
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uniform token info:id = "HwUvTexture_1"
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uniform token info:implementationSource = "sourceAsset"
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# Add a dummy sourceAsset attribute with sourceType="glslfx", so that
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# an entry gets created for this deprecated shader in the registry.
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uniform asset info:glslfx:sourceAsset = @./empty.glslfx@
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asset inputs:file = @@ (
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doc = "Asset path to the file containg the image data."
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)
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float inputs:frame (
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doc = "The frame offset for animated textures."
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)
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float inputs:textureMemory (
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doc = """Amount of memory used to store the texture (in Mb). A value of
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zero specifies the native resolution."""
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)
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float2 inputs:uv (
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doc = "The uv coordinates at which to sample the texture."
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)
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token inputs:wrapS (
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allowedTokens = ["clamp", "repeat", "mirror", "black"]
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doc = "Specifies the wrap mode for this texture."
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)
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token inputs:wrapT (
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allowedTokens = ["clamp", "repeat", "mirror", "black"]
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doc = "Specifies the wrap mode for this texture."
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)
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token inputs:minFilter (
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allowedTokens = ["nearest", "linear",
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"linearMipmapLinear", "linearMipmapNearest",
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"nearestMipmapLinear", "nearestMipmapNearest" ]
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doc = "Specifies the minification filter mode for this texture."
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)
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token inputs:magFilter (
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allowedTokens = ["nearest", "linear"]
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doc = "Specifies the magnification filter mode for this texture."
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)
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float4 inputs:fallback = (0.0, 0.0, 0.0, 1.0) (
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doc = """Fallback value to be used when no texture is connected."""
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sdrMetadata = {
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token defaultInput = "1"
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}
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)
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}
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def Shader "HwFieldReader_1" (
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sdrMetadata = {
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token role = "field"
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}
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doc = """Samples from a usdVol FieldAsset."""
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)
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{
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uniform asset info:glslfx:sourceAsset = @./empty.glslfx@
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uniform token info:implementationSource = "sourceAsset"
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token inputs:fieldname = "" (
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connectability = "interfaceOnly"
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doc = """Name of the field to be fetched from volume
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(e.g., FOO if the relationship from the volume to field is called field::FOO)."""
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sdrMetadata = {
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token fieldProperty = "1"
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}
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)
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}
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def Shader "HwFieldReader_float" (
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inherits = </HwFieldReader_1>
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)
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{
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uniform token info:id = "HwFieldReader_float"
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float inputs:fallback = 0 (
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doc = "Fallback value to be returned when fetch failed."
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sdrMetadata = {
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token defaultInput = "1"
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}
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)
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float outputs:result (
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sdrMetadata = {
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token swizzle = "x"
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}
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)
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}
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def Shader "HwFieldReader_float2" (
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inherits = </HwFieldReader_1>
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)
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{
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uniform token info:id = "HwFieldReader_float2"
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float2 inputs:fallback = (0, 0) (
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doc = "Fallback value to be returned when fetch failed."
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sdrMetadata = {
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token defaultInput = "1"
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}
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)
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float2 outputs:result (
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sdrMetadata = {
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token swizzle = "xy"
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}
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)
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}
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def Shader "HwFieldReader_float3" (
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inherits = </HwFieldReader_1>
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)
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{
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uniform token info:id = "HwFieldReader_float3"
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float3 inputs:fallback = (0, 0, 0) (
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doc = "Fallback value to be returned when fetch failed."
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sdrMetadata = {
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token defaultInput = "1"
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}
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)
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float3 outputs:result (
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sdrMetadata = {
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token swizzle = "xyz"
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}
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)
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}
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def Shader "HwPrimvar_1" (
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sdrMetadata = {
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token role = "primvar"
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}
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)
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{
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uniform token info:id = "HwPrimvar_1"
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uniform token info:implementationSource = "sourceAsset"
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# Add a dummy sourceAsset attribute with sourceType="glslfx", so that
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# an entry gets created for this deprecated shader in the registry.
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uniform asset info:glslfx:sourceAsset = @./empty.glslfx@
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token inputs:varname = "" (
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sdrMetadata = {
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bool primvarProperty = 1
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}
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doc = """The name of the primvar. Note that on the gprim, this primvar
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must follow the standard UsdGeom primvar declaration.
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Further note that this name should not contain the UsdGeom primvar
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namespace prefix.
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"""
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)
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}
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