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// Shader name mappings

#define volume fog


// Type mappings

#define     color     vector

#define normal vector

#define     point     vector

#define     hpoint     vector4


// Storage mappings

#define     uniform

#define     varying

#define     output     export


RSL 

VEX 

VOP 

 calculatenormal

computenormal 

Shading Normal 

 faceforward

frontface 

Front Face 

 mix or blend

lerp 

Mix 

 step(min, value)

((value) > (min)) 

 smoothstep

smooth 

smooth 

 round

rint 

round 

 spline

cspline 

spline 

 solar(xx, yy)

{ L = -Lz } 

 xcomp(aa)

(aa.x) 

 ycomp(aa)

(aa.y) 

zcomp(aa) 

(aa.z) 

cellnoise(aa) 

random

random

 dPdu

(dPds/Du(s)) 

/ 

dPdv 

(dPdt/Dv(t)) 

 ptlined(vector, vector, vector)

ptlined(vector, vector, vector) 

Distance  Point To Line















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