// This file includes implementation of common functions and properties accessors // arrays of light sources uniform ivec2 occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters // light source properties accessors int occLight_Type (in int theId) { return occLightSourcesTypes[theId].x; } int occLight_IsHeadlight (in int theId) { return occLightSourcesTypes[theId].y; } vec4 occLight_Diffuse (in int theId) { return occLightSources[theId * 4 + 0]; } vec4 occLight_Specular (in int theId) { return occLightSources[theId * 4 + 0]; } vec4 occLight_Position (in int theId) { return occLightSources[theId * 4 + 1]; } vec4 occLight_SpotDirection (in int theId) { return occLightSources[theId * 4 + 2]; } float occLight_ConstAttenuation (in int theId) { return occLightSources[theId * 4 + 3].x; } float occLight_LinearAttenuation (in int theId) { return occLightSources[theId * 4 + 3].y; } float occLight_SpotCutOff (in int theId) { return occLightSources[theId * 4 + 3].z; } float occLight_SpotExponent (in int theId) { return occLightSources[theId * 4 + 3].w; } // material state uniform vec4 occFrontMaterial[5]; uniform vec4 occBackMaterial[5]; // front material properties accessors vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[0]; } vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[1]; } vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[2]; } vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[3]; } float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; } float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; } // back material properties accessors vec4 occBackMaterial_Emission(void) { return occBackMaterial[0]; } vec4 occBackMaterial_Ambient(void) { return occBackMaterial[1]; } vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[2]; } vec4 occBackMaterial_Specular(void) { return occBackMaterial[3]; } float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; } float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; }