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Merge branch 'main' into pybind11_docs
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-177
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28 files changed

+1098
-177
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.github/workflows/main.yml

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on:
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push:
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paths-ignore:
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- '**.md'
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pull_request:
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paths-ignore:
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- '**.md'
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schedule:
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# Nightly build
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- cron: '30 10 * * *'
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python: 3.9
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cmake_config: -DMATERIALX_BUILD_SHARED_LIBS=ON -DMATERIALX_BUILD_MONOLITHIC=ON
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- name: Linux_GCC_14_Python312
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- name: Linux_GCC_14_Python313
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os: ubuntu-24.04
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compiler: gcc
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compiler_version: "14"
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python: 3.12
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python: 3.13
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- name: Linux_GCC_14_Python313
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- name: Linux_GCC_14_Python314
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os: ubuntu-24.04
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compiler: gcc
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compiler_version: "14"
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python: 3.13
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python: 3.14
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test_render: ON
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- name: Linux_GCC_CoverageAnalysis
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python: 3.9
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cmake_config: -DMATERIALX_BUILD_SHARED_LIBS=ON
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- name: Linux_Clang_18_Python313
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- name: Linux_Clang_18_Python314
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os: ubuntu-24.04
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compiler: clang
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compiler_version: "18"
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python: 3.13
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python: 3.14
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clang_format: ON
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- name: MacOS_Xcode_15_Python311
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test_shaders: ON
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test_render: ON
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- name: MacOS_Xcode_26_Python313
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- name: MacOS_Xcode_26_Python314
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os: macos-26
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compiler: xcode
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compiler_version: "26.0"
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python: 3.13
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python: 3.14
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static_analysis: ON
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cmake_config: -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -DMATERIALX_BUILD_DATA_LIBRARY=ON
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architecture: x64
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python: 3.13
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cmake_config: -G "Visual Studio 17 2022" -A "x64"
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test_shaders: ON
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extended_build_mdl_sdk: ON
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- name: Windows_VS2022_x64_Python314
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os: windows-2025
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architecture: x64
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python: 3.14
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cmake_config: -G "Visual Studio 17 2022" -A "x64"
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test_shaders: ON
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extended_build_oiio: ON
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- name: Windows_VS2022_x64_SharedLibs
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os: windows-2025
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architecture: x64
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python: None
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cmake_config: -G "Visual Studio 17 2022" -A "x64" -DMATERIALX_BUILD_SHARED_LIBS=ON
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extended_build_oiio: ON
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upload_shaders: ON
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steps:
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run: |
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python MaterialXTest/main.py
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python MaterialXTest/genshader.py
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python Scripts/comparenodedefs.py
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python Scripts/creatematerial.py ../resources/Materials/Examples/StandardSurface/chess_set --texturePrefix chessboard --shadingModel standard_surface
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python Scripts/creatematerial.py ../resources/Materials/Examples/GltfPbr/boombox --shadingModel gltf_pbr
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python Scripts/mxformat.py ../resources/Materials/TestSuite/stdlib/upgrade --yes --upgrade

CMakeLists.txt

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add_compile_options(/WX)
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endif()
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else()
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add_compile_options(-Wall -Wunused-parameter -Wno-missing-braces)
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add_compile_options(-Wall -Wunused-parameter -Wshadow -Wno-missing-braces)
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if(MATERIALX_WARNINGS_AS_ERRORS)
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add_compile_options(-Werror)
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endif()

cmake/modules/MaterialXConfig.cmake.in

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# MATERIALX_RESOURCES_DIR Path to MaterialX Resources (sample data, mtlx etc)
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set_and_check(MATERIALX_BASE_DIR "@PACKAGE_CMAKE_INSTALL_PREFIX@")
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set_and_check(MATERIALX_STDLIB_DIR "@PACKAGE_CMAKE_INSTALL_PREFIX@/libraries")
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set_and_check(MATERIALX_STDLIB_DIR "@PACKAGE_CMAKE_INSTALL_PREFIX@/@MATERIALX_INSTALL_STDLIB_PATH@")
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if(@MATERIALX_BUILD_PYTHON@ AND @MATERIALX_INSTALL_PYTHON@)
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set_and_check(MATERIALX_PYTHON_DIR "@PACKAGE_CMAKE_INSTALL_PREFIX@/python")
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endif()

documents/Specification/MaterialX.StandardNodes.md

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void mx_ramptb_float(float valuet, float valueb, vec2 texcoord, out float result)
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{
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result = mix (valuet, valueb, clamp(texcoord.y, 0.0, 1.0) );
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result = mix (valueb, valuet, clamp(texcoord.y, 0.0, 1.0) );
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}
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void mx_ramptb_vector2(vec2 valuet, vec2 valueb, vec2 texcoord, out vec2 result)
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{
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result = mix (valuet, valueb, clamp(texcoord.y, 0.0, 1.0) );
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result = mix (valueb, valuet, clamp(texcoord.y, 0.0, 1.0) );
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}
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void mx_ramptb_vector3(vec3 valuet, vec3 valueb, vec2 texcoord, out vec3 result)
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{
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result = mix (valuet, valueb, clamp(texcoord.y, 0.0, 1.0) );
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result = mix (valueb, valuet, clamp(texcoord.y, 0.0, 1.0) );
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}
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void mx_ramptb_vector4(vec4 valuet, vec4 valueb, vec2 texcoord, out vec4 result)
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{
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result = mix (valuet, valueb, clamp(texcoord.y, 0.0, 1.0) );
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result = mix (valueb, valuet, clamp(texcoord.y, 0.0, 1.0) );
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}

libraries/stdlib/genglsl/mx_splittb_float.glsl

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void mx_splittb_float(float valuet, float valueb, float center, vec2 texcoord, out float result)
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{
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result = mix(valuet, valueb, mx_aastep(center, texcoord.y));
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result = mix(valueb, valuet, mx_aastep(center, texcoord.y));
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}

libraries/stdlib/genglsl/mx_splittb_vector2.glsl

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void mx_splittb_vector2(vec2 valuet, vec2 valueb, float center, vec2 texcoord, out vec2 result)
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{
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result = mix(valuet, valueb, mx_aastep(center, texcoord.y));
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result = mix(valueb, valuet, mx_aastep(center, texcoord.y));
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}

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