<div dir="auto">As a start, even if you don’t get a response from browser developers, you can look at my parallel shaders!</div><div dir="auto"><br></div><div dir="auto"><div style="font-size:inherit"><a href="https://github.com/coderextreme/X3DJSONLD/tree/master/src/main/shaders" style="font-size:inherit">https://github.com/coderextreme/X3DJSONLD/tree/master/src/main/shaders</a></div><br></div><div dir="auto"><br></div><div dir="auto">John</div><div><br><div class="gmail_quote gmail_quote_container"><div dir="ltr" class="gmail_attr">On Thu, Feb 26, 2026 at 9:58 AM Bergstrom, Aaron via X3D-Ecosystem <<a href="mailto:x3d-ecosystem@web3d.org">x3d-ecosystem@web3d.org</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
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<p class="MsoNormal">X3D Browser Devs,<u></u><u></u></p>
<p class="MsoNormal"><u></u> <u></u></p>
<p class="MsoNormal">So all… please correct me if you think I’ve over simplified what I’ve written below.<u></u><u></u></p>
<p class="MsoNormal"><u></u> <u></u></p>
<p class="MsoNormal">Based on my conversation with Michalis, the existing X3D browsers (FreeWRL, X3DOM, X_ITE, and CGE) all have different shader naming conventions for their GLSL uniform, in, and out variables.<u></u><u></u></p>
<p class="MsoNormal"><u></u> <u></u></p>
<p class="MsoNormal">Any particular browser’s naming convention may, or may not, match the list of MaterialX shader variable naming conventions found at the url below:<u></u><u></u></p>
<p class="MsoNormal"><a href="https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/documents/DeveloperGuide/ShaderGeneration.md" target="_blank">https://github.com/AcademySoftwareFoundation/MaterialX/blob/main/documents/DeveloperGuide/ShaderGeneration.md</a><u></u><u></u></p>
<p class="MsoNormal"><u></u> <u></u></p>
<p class="MsoNormal">However, based on my reading, it seems to me that I can inject the proper naming conventions into the *.frag and *.vert files as a ‘#define’ alias before writing the files to disk.<u></u><u></u></p>
<p class="MsoNormal"><u></u> <u></u></p>
<p class="MsoNormal">Then I could add your browser’s aliases to the field names of the exported X3D shader node.<u></u><u></u></p>
<p class="MsoNormal"><u></u> <u></u></p>
<p class="MsoNormal">An injected alias would look something like this (just a random example of a GLSL shader alias):<u></u><u></u></p>
<p class="MsoNormal"><span class="m_279501986260316828hljs-meta"> #define vd_tangentWorld vd.tangentWorld</span><u></u><u></u></p>
<p class="MsoNormal"><span class="m_279501986260316828hljs-meta"> #define vd_normalWorld vd.normalWorld</span><u></u><u></u></p>
<p class="MsoNormal"><u></u> <u></u></p>
<p class="MsoNormal">I would ask that each browser vendor provide me with a list of the naming conventions for their browser shader’s naming conventions that match up with the MaterialX naming conventions found at the link above.<u></u><u></u></p>
<p class="MsoNormal"><u></u> <u></u></p>
<p class="MsoNormal">If I have that list, I can just add those alias’ to the GLSL file before writing it to disk, and write out a version of the X3D shader that matches your browser’s naming conventions.<u></u><u></u></p>
<p class="MsoNormal"><u></u> <u></u></p>
<p class="MsoNormal">I just need the alias list for your browser and we should be good to go for supporting MaterialX shader export from Maya.</p></div></div><div lang="EN-US" link="#0563C1" vlink="#954F72" style="word-wrap:break-word"><div class="m_279501986260316828WordSection1"><p class="MsoNormal"><u></u><u></u></p>
<p class="MsoNormal"><u></u> <u></u></p>
<p class="MsoNormal">Aaron<u></u><u></u></p>
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