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- //! @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
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