//! @file Declarations.glsl includes definition of common uniform variables in OCCT GLSL programs //! @def THE_MAX_LIGHTS //! Specifies the length of array of lights, which is 8 by default. Defined by Shader Manager. // #define THE_MAX_LIGHTS 8 //! @def THE_MAX_CLIP_PLANES //! Specifies the length of array of clipping planes, which is 8 by default. Defined by Shader Manager. // #define THE_MAX_CLIP_PLANES 8 //! @def THE_NB_FRAG_OUTPUTS //! Specifies the length of array of Fragment Shader outputs, which is 1 by default. Defined by Shader Manager. // #define THE_NB_FRAG_OUTPUTS 1 // compatibility macros #if (__VERSION__ >= 130) #define THE_ATTRIBUTE in #define THE_SHADER_IN in #define THE_SHADER_OUT out #define THE_OUT out #define occTexture1D texture #define occTexture2D texture #define occTexture3D texture #define occTextureCube texture #define occTextureCubeLod textureLod #else #define THE_ATTRIBUTE attribute #define THE_SHADER_IN varying #define THE_SHADER_OUT varying #define THE_OUT #define occTexture1D texture1D #define occTexture2D texture2D #define occTexture3D texture3D #define occTextureCube textureCube #if !defined(GL_ES) || defined(textureCubeLod) #define occTextureCubeLod textureCubeLod #else // fallback #define occTextureCubeLod(theSampl,theCoord,theLod) textureCube(theSampl,theCoord) #endif #endif #ifdef GL_ES #if (__VERSION__ >= 300) #define THE_PREC_ENUM highp // lowp should be enough for enums but triggers driver bugs #else #define THE_PREC_ENUM lowp #endif #else #define THE_PREC_ENUM #endif // Vertex attributes #ifdef VERTEX_SHADER THE_ATTRIBUTE vec4 occVertex; THE_ATTRIBUTE vec3 occNormal; THE_ATTRIBUTE vec4 occTexCoord; THE_ATTRIBUTE vec4 occVertColor; #elif defined(FRAGMENT_SHADER) #if (__VERSION__ >= 130) #ifdef OCC_ENABLE_draw_buffers out vec4 occFragColorArray[THE_NB_FRAG_OUTPUTS]; #define occFragColorArrayAlias occFragColorArray #define occFragColor0 occFragColorArray[0] #else out vec4 occFragColor0; #endif #else #ifdef OCC_ENABLE_draw_buffers #define occFragColorArrayAlias gl_FragData #define occFragColor0 gl_FragData[0] #else #define occFragColor0 gl_FragColor #endif #endif #if (THE_NB_FRAG_OUTPUTS >= 2) #define occFragColor1 occFragColorArrayAlias[1] #else vec4 occFragColor1; #endif #if (THE_NB_FRAG_OUTPUTS >= 3) #define occFragColor2 occFragColorArrayAlias[2] #else vec4 occFragColor2; #endif #if (THE_NB_FRAG_OUTPUTS >= 4) #define occFragColor3 occFragColorArrayAlias[3] #else vec4 occFragColor3; #endif // Built-in outputs notation #define occFragColor occFragColor0 #define occFragCoverage occFragColor1 #define occPeelDepth occFragColor0 #define occPeelFrontColor occFragColor1 #define occPeelBackColor occFragColor2 //! Define the main Fragment Shader early return procedure. bool occFragEarlyReturn(); //! Define the main Fragment Shader output - color value. void occSetFragColor (in vec4 theColor); #endif // Pi number definitions #define PI 3.141592654 #define PI_2 6.283185307 #define PI_DIV_2 1.570796327 #define PI_DIV_3 1.047197551 #define PI_DIV_4 0.785398163 #define INV_PI 0.318309886 #define INV_PI_2 0.159154943 // Matrix state uniform mat4 occWorldViewMatrix; //!< World-view matrix uniform mat4 occProjectionMatrix; //!< Projection matrix uniform mat4 occModelWorldMatrix; //!< Model-world matrix uniform mat4 occWorldViewMatrixInverse; //!< Inverse of the world-view matrix uniform mat4 occProjectionMatrixInverse; //!< Inverse of the projection matrix uniform mat4 occModelWorldMatrixInverse; //!< Inverse of the model-world matrix uniform mat4 occWorldViewMatrixTranspose; //!< Transpose of the world-view matrix uniform mat4 occProjectionMatrixTranspose; //!< Transpose of the projection matrix uniform mat4 occModelWorldMatrixTranspose; //!< Transpose of the model-world matrix uniform mat4 occWorldViewMatrixInverseTranspose; //!< Transpose of the inverse of the world-view matrix uniform mat4 occProjectionMatrixInverseTranspose; //!< Transpose of the inverse of the projection matrix uniform mat4 occModelWorldMatrixInverseTranspose; //!< Transpose of the inverse of the model-world matrix #if defined(THE_IS_PBR) uniform sampler2D occEnvLUT; //!< Environment Lookup Table uniform sampler2D occDiffIBLMapSHCoeffs; //!< Packed diffuse (irradiance) IBL map's spherical harmonics coefficients uniform samplerCube occSpecIBLMap; //!< Specular IBL map uniform int occNbSpecIBLLevels; //!< Number of mipmap levels used in occSpecIBLMap to store different roughness values maps vec3 occDiffIBLMap (in vec3 theNormal); //!< Unpacks spherical harmonics coefficients to diffuse IBL map's values #endif // light type enumeration (same as Graphic3d_TypeOfLightSource) const int OccLightType_Direct = 1; //!< directional light source const int OccLightType_Point = 2; //!< isotropic point light source const int OccLightType_Spot = 3; //!< spot light source // Light sources uniform vec4 occLightAmbient; //!< Cumulative ambient color #if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0) #if (THE_MAX_LIGHTS > 1) #define occLight_Index(theId) theId #else #define occLight_Index(theId) 0 #endif uniform THE_PREC_ENUM int occLightSourcesCount; //!< Total number of light sources //! Type of light source, int (see OccLightType enum). #define occLight_Type(theId) occLightSourcesTypes[occLight_Index(theId)] //! Specular intensity (equals to diffuse), vec3. #define occLight_Specular(theId) occLightSources[occLight_Index(theId) * 4 + 0].rgb //! Intensity of light source (>= 0), float. #define occLight_Intensity(theId) occLightSources[occLight_Index(theId) * 4 + 0].a //! Is light a headlight, bool? DEPRECATED method. #define occLight_IsHeadlight(theId) false //! Position of specified light source or direction of directional light source, vec3. #define occLight_Position(theId) occLightSources[occLight_Index(theId) * 4 + 1].xyz //! Direction of specified spot light source, vec3. #define occLight_SpotDirection(theId) occLightSources[occLight_Index(theId) * 4 + 2].xyz //! Range on which point light source (positional or spot) can affect (>= 0), float. #define occLight_Range(theId) occLightSources[occLight_Index(theId) * 4 + 2].w //! Maximum spread angle of the spot light (in radians), float. #define occLight_SpotCutOff(theId) occLightSources[occLight_Index(theId) * 4 + 3].z //! Attenuation of the spot light intensity (from 0 to 1), float. #define occLight_SpotExponent(theId) occLightSources[occLight_Index(theId) * 4 + 3].w #if !defined(THE_IS_PBR) //! Diffuse intensity (equals to Specular), vec3. #define occLight_Diffuse(theId) occLightSources[occLight_Index(theId) * 4 + 0].rgb //! Const attenuation factor of positional light source, float. #define occLight_ConstAttenuation(theId) occLightSources[occLight_Index(theId) * 4 + 3].x //! Linear attenuation factor of positional light source, float. #define occLight_LinearAttenuation(theId) occLightSources[occLight_Index(theId) * 4 + 3].y #endif #endif #if defined(THE_IS_PBR) //! Converts roughness value from range [0, 1] to real value for calculations float occRoughness (in float theNormalizedRoughness); // Front/back material properties accessors vec4 occPBRMaterial_Color(in bool theIsFront); //!< Base color of PBR material float occPBRMaterial_Metallic(in bool theIsFront); //!< Metallic coefficient float occPBRMaterial_NormalizedRoughness(in bool theIsFront); //!< Normalized roughness coefficient vec3 occPBRMaterial_Emission(in bool theIsFront); //!< Light intensity emitted by material float occPBRMaterial_IOR(in bool theIsFront); //!< Index of refraction #define occMaterial_Emission occPBRMaterial_Emission #define occMaterial_Color occPBRMaterial_Color #else vec4 occMaterial_Diffuse(in bool theIsFront); //!< Diffuse reflection vec3 occMaterial_Specular(in bool theIsFront); //!< Specular reflection float occMaterial_Shininess(in bool theIsFront); //!< Specular exponent vec3 occMaterial_Ambient(in bool theIsFront); //!< Ambient reflection vec3 occMaterial_Emission(in bool theIsFront); //!< Emission color #define occMaterial_Color occMaterial_Diffuse #endif #ifdef THE_HAS_DEFAULT_SAMPLER #define occActiveSampler occSampler0 //!< alias for backward compatibility #define occSamplerBaseColor occSampler0 //!< alias to a base color texture uniform sampler2D occSampler0; //!< current active sampler; #endif //! occSampler1, occSampler2,... should be defined in GLSL program body for multitexturing #if defined(THE_HAS_TEXTURE_COLOR) && defined(FRAGMENT_SHADER) #define occMaterialBaseColor(theIsFront, theTexCoord) (occMaterial_Color(theIsFront) * occTexture2D(occSamplerBaseColor, theTexCoord)) #else #define occMaterialBaseColor(theIsFront, theTexCoord) occMaterial_Color(theIsFront) #endif #if defined(THE_HAS_TEXTURE_OCCLUSION) && defined(FRAGMENT_SHADER) uniform sampler2D occSamplerOcclusion; //!< R occlusion texture sampler #define occMaterialOcclusion(theColor, theTexCoord) theColor *= occTexture2D(occSamplerOcclusion, theTexCoord).r; #else #define occMaterialOcclusion(theColor, theTexCoord) #endif #if defined(THE_HAS_TEXTURE_EMISSIVE) && defined(FRAGMENT_SHADER) uniform sampler2D occSamplerEmissive; //!< RGB emissive texture sampler #define occMaterialEmission(theIsFront, theTexCoord) (occMaterial_Emission(theIsFront) * occTexture2D(occSamplerEmissive, theTexCoord).rgb) #else #define occMaterialEmission(theIsFront, theTexCoord) occMaterial_Emission(theIsFront) #endif #if defined(THE_HAS_TEXTURE_NORMAL) && defined(FRAGMENT_SHADER) uniform sampler2D occSamplerNormal; //!< XYZ normal texture sampler with W==0 indicating no texture #define occTextureNormal(theTexCoord) occTexture2D(occSamplerNormal, theTexCoord) #else #define occTextureNormal(theTexCoord) vec4(0.0) // no normal map #endif #if defined(THE_HAS_TEXTURE_METALROUGHNESS) && defined(FRAGMENT_SHADER) uniform sampler2D occSamplerMetallicRoughness; //!< BG metallic-roughness texture sampler #define occMaterialRoughness(theIsFront, theTexCoord) (occPBRMaterial_NormalizedRoughness(theIsFront) * occTexture2D(occSamplerMetallicRoughness, theTexCoord).g) #define occMaterialMetallic(theIsFront, theTexCoord) (occPBRMaterial_Metallic(theIsFront) * occTexture2D(occSamplerMetallicRoughness, theTexCoord).b) #else #define occMaterialRoughness(theIsFront, theTexCoord) occPBRMaterial_NormalizedRoughness(theIsFront) #define occMaterialMetallic(theIsFront, theTexCoord) occPBRMaterial_Metallic(theIsFront) #endif uniform vec4 occColor; //!< color value (in case of disabled lighting) uniform THE_PREC_ENUM int occDistinguishingMode; //!< Are front and back faces distinguished? uniform THE_PREC_ENUM int occTextureEnable; //!< Is texture enabled? uniform vec4 occTexTrsf2d[2]; //!< 2D texture transformation parameters uniform float occPointSize; //!< point size //! Parameters of blended order-independent transparency rendering algorithm uniform int occOitOutput; //!< Enable bit for writing output color buffers for OIT (occFragColor, occFragCoverage) uniform float occOitDepthFactor; //!< Influence of the depth component to the coverage of the accumulated fragment uniform float occAlphaCutoff; //!< alpha test cutoff value //! Parameters of clipping planes #if defined(THE_MAX_CLIP_PLANES) && (THE_MAX_CLIP_PLANES > 0) uniform vec4 occClipPlaneEquations[THE_MAX_CLIP_PLANES]; uniform THE_PREC_ENUM int occClipPlaneChains[THE_MAX_CLIP_PLANES]; //! Indicating the number of planes in the Chain uniform THE_PREC_ENUM int occClipPlaneCount; //!< Total number of clip planes #endif //! @endfile Declarations.glsl