liq| er| shader|: maya_checker, float ss = uvCoord().x; float tt = uvCoord().y;
liq| er| shader|: maya_checker, adapt to checker.h in 3delight(10.0.50)
liq| er| shader|: mib_amb_occlusion - adapted to new ER API
liq| er| shader|: physicalsky - adapted to new ER API
liq| er| shader|: file - adapted to new ER API
liq| er| shader|: maya_lambert/maya_lambert_transparent/maya_lambert_uv/simple_hair/simple_displace - adapted to new ER API
liq| er| shader|: maya_phong_architectureal - 1. add maya_phong_architectureal
liq| er| shader|: maya_physicalsky adapted to ElvishraySDK r387
liq| dependence| 3delight|: add vc project
liq| dependence| elvishray|: add vc project for ER SDK
liq| er| shader|: maya_phong_architectureal - 2.
- FresnelByIOR, FresnelSchlick, InvFresnelByIOR, InvFresnelSchlick, BRDFtoBTDF
- remove specular_mode, use StretchedPhong
- translucency_color = transparency(); translucency_weight = translucence();
- cutoff_threshold = LIQ_SCALAR_ALMOST_ZERO;
-  +computeSurface()
liq| er| shader|: maya_phong_architectureal - 3. seperate integrate_direct_lighting()
liq| er| shader|: maya_phong_architectureal - 4. direct diffuse lighting, direct specular lighting
liq| er| shader|: maya_phong_architectureal - 5. + getDiffuse() and getPhong()