#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";
}