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- //! @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
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