The glslShader plug-in allows you to load and visualize custom GLSL (OpenGL Shading Language) shaders which support lighting, textures, shadows, and tessellation when running Viewport 2.0 in OpenGL Core Profile mode. This plug-in allows you to obtain the same visual fidelity as you can in DirectX11 mode.
For information on how to run Maya in OpenGL Core Profile mode and how to load the glslShader plug-in, see Create and visualize a GLSL shader.
You can create a custom GLSL shader using the .ogsfx file format. The .ogsfx file format is a wrapper that allows you to specify GLSL fragments for various shading stages to handle light and texture binding, and to determine how parameters are displayed in the Attribute Editor.
The glslShader plug-in supports color, shadow and depth passes.
Example .ogsfx files are provided in the ..\presets\GLSL\examples folder of the Maya installation. These examples demonstrate how to use annotations to specify texture files, to add UI to the Attribute Editor, and to define techniques with passes that specify tessellation and geometry shaders. For more information regarding these examples, see the Related topics section below.
You can also export a ShaderFX graph as an .ogsfx file and load it using the glslShader plug-in.
A GLSL version of the UberShader, named AutodeskUberShader.ogsfx, is also available in the ..\presets\GLSL\examples folder of the Maya installation. This is comparable to the AutodeskUberShader.fxo (available in ..\presets\HLSL11\examples\) that is used with the dx11Shader plug-in and the UberShaderGraph.sfx (available in ..\presets\ShaderFX\Scenes) that is used with the Shaderfx Shader.