---
title: "V-Ray GLSL"
canonical: "https://documentation.chaos.com/space/VRAYHOUDINI/113280171/V-Ray%20GLSL"
format: markdown
---
This page provides details on how to use the V-Ray MtlGLSL node. Overview The V-Ray GLSL material and V-Ray GLSL texture nodes can be used to load GLSL shaders (.frag, .glsl files) or V-Ray precompiled fragment shaders (.pfrag files) and render them directly with V-Ray. If the shader file describes a material (rather than a texture), it can be rendered with a V-Ray GLSL material or by assigning a V-Ray TexGLSL map to the color slot of a V-Ray Light material. Note that both V-Ray MtlGLSL and V-Ray TexGLSL share the same user interface. This material and the V-Ray TexGLSL map are part of the first stage of V-Ray implementation of GLSL support. In this version of V-Ray, the shaders are compiled to byte code for a software virtual machine, which is then interpreted. Due to this run-time interpretation, GLSL shaders can be somewhat slower to render than V-Ray shaders written in C++. In future builds of V-Ray, shaders will be directly compiled to machine code for faster rendering. GLSL Code GLSL Source  – Specifies whether the GLSL shader code is inserted inline or loaded through a file. Inline GLSL  – The GLSL shader code is inserted inline. File path (.oso/.osl)  – The GLSL shader code is loaded through a file. Path to .glsl/.frag/pfrag file  – Specifies the path to the GLSL shader code file. GLSL Params Transparency  – Overrides the alpha if  Use Shader Alpha  is off. Transparency Tex  – Uses a texture for the transparency. Transparency Tex Mult  – A multiplier for the transparency texture. Use Shader Alpha  – Uses the alpha calculated in the shader. Max Ray Depth  – Specifies the maximum reflection/refraction depth for the shader. Clamp Result  – Determines whether to force the result into the [0,  Clamping Value ] range. Clamp Value  – Specifies the upper clamp limit if  Clamp Result  is enabled. UVW Generators Count  – Specifies the number of UVW Generators provided for the GLSL shader. Example: Transparency Texture In this example, we show you how a texture can be used to control the transparency of a V-Ray GLSL material. We use a V-Ray Bercon Noise texture. No texture is used. V-Ray Bercon Noise texture is used.