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24 Cards in this Set

  • Front
  • Back
P*
Point
Varying
Surface Position
R/W enabled
dPdu
vector
varying
Derivative of surface position along u
dPdv
vector
varying
Derivative of surface position along v
N*
normal
varying
Surface shading normal
R/W enabled
Nn+
normal
varying
Normalized Surface shading normal
normalize(N)
Ng
Surface geometric normal
I (i)
vector
varying
Incident ray direction
a vector that travels from eye to the surface point
E
point
uniform
Position of the Eye
u,v
float
varying
Surface parameters
du, dv
float
varying
Change in surface parameters
s,t
float
varying
Surface texture coordinates
ss,tt
sss,ttt
ssss,tttt
etc
float
varying
(Any) Modification to surface texture coordinates
ncomps
float
uniform
Number of color components
time
float
uniform
Current shutter time
dtime
float
uniform
The amount of time covered by this shading sample
IOR+
float
uniform
Index of refraction for a material
eta+
float
uniform
The ratio of the index of refraction IOR In the volume containing the incident vector to that of the volume being entered.
V+
vector
varying
-normalize(I);
The normalized vector traveling from position of the viewer's "eye" to surface point
USED TO: _____
ceiling( v )
float
Smallest integer >= v
floor( v )
float
Largest integer <= v
round( v )
float
Closest integer to v
K-anything+
RSL has German origins so anytime a coefficient is used for a part of code, it's noted with a K - instead of a C - because coefficient is spelt "Koeffizient", auf Deutsche.
T+
Frequently used to note a vector. It has a couple of other uses but I need to learn more before I write it down.
Km+
float
uniform(?)
A stored value for the calculated displacement bound of a shader.