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