// Created on: 2013-10-10 // Created by: Denis BOGOLEPOV // Copyright (c) 2013-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. //! @file Declarations.glsl //! This files 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 #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 #endif #ifdef GL_ES #define THE_PREC_ENUM lowp // enumerations should fit into lowp range #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 the main Fragment Shader output - color value. void occSetFragColor (in vec4 theColor); #endif // 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 // light type enumeration 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) uniform THE_PREC_ENUM int occLightSourcesCount; //!< Total number of light sources int occLight_Type (in int theId); //!< Type of light source int occLight_IsHeadlight (in int theId); //!< Is light a headlight? vec4 occLight_Diffuse (in int theId); //!< Diffuse intensity for specified light source vec4 occLight_Specular (in int theId); //!< Specular intensity (currently - equals to diffuse intencity) vec4 occLight_Position (in int theId); //!< Position of specified light source vec4 occLight_SpotDirection (in int theId); //!< Direction of specified spot light source float occLight_ConstAttenuation (in int theId); //!< Const attenuation factor of positional light source float occLight_LinearAttenuation (in int theId); //!< Linear attenuation factor of positional light source float occLight_SpotCutOff (in int theId); //!< Maximum spread angle of the spot light (in radians) float occLight_SpotExponent (in int theId); //!< Attenuation of the spot light intensity (from 0 to 1) #endif // Front material properties accessors vec4 occFrontMaterial_Emission(void); //!< Emission color vec4 occFrontMaterial_Ambient(void); //!< Ambient reflection vec4 occFrontMaterial_Diffuse(void); //!< Diffuse reflection vec4 occFrontMaterial_Specular(void); //!< Specular reflection float occFrontMaterial_Shininess(void); //!< Specular exponent float occFrontMaterial_Transparency(void); //!< Transparency coefficient // Back material properties accessors vec4 occBackMaterial_Emission(void); //!< Emission color vec4 occBackMaterial_Ambient(void); //!< Ambient reflection vec4 occBackMaterial_Diffuse(void); //!< Diffuse reflection vec4 occBackMaterial_Specular(void); //!< Specular reflection float occBackMaterial_Shininess(void); //!< Specular exponent float occBackMaterial_Transparency(void); //!< Transparency coefficient #define occActiveSampler occSampler0 //!< alias for backward compatibility #define occSamplerBaseColor occSampler0 //!< alias to a base color texture uniform sampler2D occSampler0; //!< current active sampler; //! occSampler1, occSampler2,... should be defined in GLSL program body for multitexturing 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 //! 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 occClipPlaneCount; //!< Total number of clip planes #endif