//! @file DeclarationsImpl.glsl includes implementation of common functions and properties accessors #if defined(FRAGMENT_SHADER) #if defined(OCC_DEPTH_PEEL_OIT) uniform sampler2D occDepthPeelingDepth; uniform sampler2D occDepthPeelingFrontColor; int IsFrontPeelLayer = -1; bool occFragEarlyReturn() { #define THE_DEPTH_CLEAR_VALUE -1e15f ivec2 aFragCoord = ivec2 (gl_FragCoord.xy); vec2 aLastDepth = texelFetch (occDepthPeelingDepth, aFragCoord, 0).rg; occPeelFrontColor = texelFetch (occDepthPeelingFrontColor, aFragCoord, 0); occPeelDepth.rg = vec2 (THE_DEPTH_CLEAR_VALUE); // depth value always increases, so that MAX blend equation can be used occPeelBackColor = vec4 (0.0); // back color is blend after each peeling pass float aNearDepth = -aLastDepth.x; float aFarDepth = aLastDepth.y; float aFragDepth = gl_FragCoord.z; // 0 - 1 if (aFragDepth < aNearDepth || aFragDepth > aFarDepth) { return true; // skip peeled depth } else if (aFragDepth > aNearDepth && aFragDepth < aFarDepth) { // to be rendered at next peeling pass occPeelDepth.rg = vec2 (-aFragDepth, aFragDepth); return true; } IsFrontPeelLayer = (gl_FragCoord.z == aNearDepth) ? 1 : 0; return false; } #else bool occFragEarlyReturn() { return false; } #endif void occSetFragColor (in vec4 theColor) { #if defined(OCC_ALPHA_TEST) if (theColor.a < occAlphaCutoff) discard; #endif #if defined(OCC_WRITE_WEIGHT_OIT_COVERAGE) float aWeight = theColor.a * clamp (1e+2 * pow (1.0 - gl_FragCoord.z * occOitDepthFactor, 3.0), 1e-2, 1e+2); occFragCoverage.r = theColor.a * aWeight; occFragColor = vec4 (theColor.rgb * theColor.a * aWeight, theColor.a); #elif defined(OCC_DEPTH_PEEL_OIT) if (IsFrontPeelLayer == 1) // front is blended directly { vec4 aLastColor = occPeelFrontColor; float anAlphaMult = 1.0 - aLastColor.a; occPeelFrontColor.rgb = aLastColor.rgb + theColor.rgb * theColor.a * anAlphaMult; occPeelFrontColor.a = 1.0 - anAlphaMult * (1.0 - theColor.a); } else if (IsFrontPeelLayer == 0) // back is blended afterwards { occPeelBackColor = theColor; } #else occFragColor = theColor; #endif } #endif #if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0) // arrays of light sources uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters uniform THE_PREC_ENUM int occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types #endif #if defined(THE_IS_PBR) vec3 occDiffIBLMap (in vec3 theNormal) { vec3 aSHCoeffs[9]; for (int i = 0; i < 9; ++i) { aSHCoeffs[i] = occTexture2D (occDiffIBLMapSHCoeffs, vec2 ((float(i) + 0.5) / 9.0, 0.0)).rgb; } return aSHCoeffs[0] + aSHCoeffs[1] * theNormal.x + aSHCoeffs[2] * theNormal.y + aSHCoeffs[3] * theNormal.z + aSHCoeffs[4] * theNormal.x * theNormal.z + aSHCoeffs[5] * theNormal.y * theNormal.z + aSHCoeffs[6] * theNormal.x * theNormal.y + aSHCoeffs[7] * (3.0 * theNormal.z * theNormal.z - 1.0) + aSHCoeffs[8] * (theNormal.x * theNormal.x - theNormal.y * theNormal.y); } #endif // front and back material properties accessors #if defined(THE_IS_PBR) uniform vec4 occPbrMaterial[3 * 2]; #define MIN_ROUGHNESS 0.01 float occRoughness (in float theNormalizedRoughness) { return theNormalizedRoughness * (1.0 - MIN_ROUGHNESS) + MIN_ROUGHNESS; } vec4 occPBRMaterial_Color(in bool theIsFront) { return theIsFront ? occPbrMaterial[0] : occPbrMaterial[3]; } vec3 occPBRMaterial_Emission(in bool theIsFront) { return theIsFront ? occPbrMaterial[1].rgb : occPbrMaterial[4].rgb; } float occPBRMaterial_IOR(in bool theIsFront) { return theIsFront ? occPbrMaterial[1].w : occPbrMaterial[4].w; } float occPBRMaterial_Metallic(in bool theIsFront) { return theIsFront ? occPbrMaterial[2].b : occPbrMaterial[5].b; } float occPBRMaterial_NormalizedRoughness(in bool theIsFront) { return theIsFront ? occPbrMaterial[2].g : occPbrMaterial[5].g; } #else uniform vec4 occCommonMaterial[4 * 2]; vec4 occMaterial_Diffuse(in bool theIsFront) { return theIsFront ? occCommonMaterial[0] : occCommonMaterial[4]; } vec3 occMaterial_Emission(in bool theIsFront) { return theIsFront ? occCommonMaterial[1].rgb : occCommonMaterial[5].rgb; } vec3 occMaterial_Specular(in bool theIsFront) { return theIsFront ? occCommonMaterial[2].rgb : occCommonMaterial[6].rgb; } float occMaterial_Shininess(in bool theIsFront) { return theIsFront ? occCommonMaterial[2].a : occCommonMaterial[6].a; } vec3 occMaterial_Ambient(in bool theIsFront) { return theIsFront ? occCommonMaterial[3].rgb : occCommonMaterial[7].rgb; } #endif // 2D texture coordinates transformation vec2 occTextureTrsf_Translation(void) { return occTexTrsf2d[0].xy; } vec2 occTextureTrsf_Scale(void) { return occTexTrsf2d[0].zw; } float occTextureTrsf_RotationSin(void) { return occTexTrsf2d[1].x; } float occTextureTrsf_RotationCos(void) { return occTexTrsf2d[1].y; } //! @endfile DeclarationsImpl.glsl