| 78 | } |
| 79 | |
| 80 | bool getFloat4Value(const UsdShadeInput& input, float4& val) |
| 81 | { |
| 82 | SdfValueTypeName typeName(input.GetTypeName()); |
| 83 | if (typeName == SdfValueTypeNames->Float4) |
| 84 | { |
| 85 | GfVec4f value; |
| 86 | input.Get<GfVec4f>(&value, UsdTimeCode::EarliestTime()); |
| 87 | val = float4(value[0], value[1], value[2], value[3]); |
| 88 | return true; |
| 89 | } |
| 90 | else if (typeName == SdfValueTypeNames->Float3) |
| 91 | { |
| 92 | GfVec3f value; |
| 93 | input.Get<GfVec3f>(&value, UsdTimeCode::EarliestTime()); |
| 94 | val = float4(value[0], value[1], value[2], 1.f); |
| 95 | return true; |
| 96 | } |
| 97 | else if (typeName == SdfValueTypeNames->Float) |
| 98 | { |
| 99 | float value; |
| 100 | input.Get<float>(&value, UsdTimeCode::EarliestTime()); |
| 101 | val = float4(value, value, value, value); |
| 102 | return true; |
| 103 | } |
| 104 | return false; |
| 105 | } |
| 106 | } // namespace |
| 107 | |
| 108 | bool ConvertedInput::convertTextureCoords(const UsdShadeShader& shader, Falcor::Transform& xform) |