lambertShader/lambertShaderOverride.cpp
         
    
#include "lambertShaderOverride.h"
{
    return new lambertShaderOverride(obj);
}
lambertShaderOverride::lambertShaderOverride(
const MObject& obj)
: MPxSurfaceShadingNodeOverride(obj)
{
}
lambertShaderOverride::~lambertShaderOverride()
{
}
{
    
}
MString lambertShaderOverride::fragmentName()
 const 
{
    
    return "mayaLambertSurface";
}
void lambertShaderOverride::getCustomMappings(
{
    
    
    
    
        "diffuse", "diffuseReflectivity", true, true);
    mappings.
append(diffuseMapping);
        "translucence", "translucenceCoeff", true, true);
    mappings.
append(translucenceMapping);
}
MString lambertShaderOverride::primaryColorParameter()
 const 
{
    
    return "color";
}
MString lambertShaderOverride::transparencyParameter()
 const 
{
    
    return "transparency";
}
MString lambertShaderOverride::bumpAttribute()
 const 
{
    
    return "normalCamera";
}