// This file has been automatically generated from resource file src/Shaders/DeclarationsImpl.glsl static const char Shaders_DeclarationsImpl_glsl[] = "\n" "//! @file DeclarationsImpl.glsl includes implementation of common functions and properties accessors\n" "#if defined(FRAGMENT_SHADER)\n" "//! Output color (and coverage for accumulation by OIT algorithm).\n" "void occSetFragColor (in vec4 theColor)\n" "{\n" "#if defined(OCC_ALPHA_TEST)\n" " if (theColor.a < occAlphaCutoff) discard;\n" "#endif\n" "#if defined(OCC_WRITE_WEIGHT_OIT_COVERAGE)\n" " float aWeight = theColor.a * clamp (1e+2 * pow (1.0 - gl_FragCoord.z * occOitDepthFactor, 3.0), 1e-2, 1e+2);\n" " occFragCoverage.r = theColor.a * aWeight;\n" " occFragColor = vec4 (theColor.rgb * theColor.a * aWeight, theColor.a);\n" "#else\n" " occFragColor = theColor;\n" "#endif\n" "}\n" "#endif\n" "\n" "#if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0)\n" "// arrays of light sources\n" "uniform THE_PREC_ENUM ivec2 occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types\n" "uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters\n" "#endif\n" "\n" "// material state\n" "uniform vec4 occFrontMaterial[5];\n" "uniform vec4 occBackMaterial[5];\n" "\n" "// front material properties accessors\n" "vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[0]; }\n" "vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[1]; }\n" "vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[2]; }\n" "vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[3]; }\n" "float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; }\n" "float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; }\n" "\n" "// back material properties accessors\n" "vec4 occBackMaterial_Ambient(void) { return occBackMaterial[0]; }\n" "vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[1]; }\n" "vec4 occBackMaterial_Specular(void) { return occBackMaterial[2]; }\n" "vec4 occBackMaterial_Emission(void) { return occBackMaterial[3]; }\n" "float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; }\n" "float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; }\n" "\n" "// 2D texture coordinates transformation\n" "vec2 occTextureTrsf_Translation(void) { return occTexTrsf2d[0].xy; }\n" "vec2 occTextureTrsf_Scale(void) { return occTexTrsf2d[0].zw; }\n" "float occTextureTrsf_RotationSin(void) { return occTexTrsf2d[1].x; }\n" "float occTextureTrsf_RotationCos(void) { return occTexTrsf2d[1].y; }\n" "//! @endfile DeclarationsImpl.glsl\n";