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81 lines
4.5 KiB
Plaintext
81 lines
4.5 KiB
Plaintext
// This file has been automatically generated from resource file src/Shaders/DeclarationsImpl.glsl
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static const char Shaders_DeclarationsImpl_glsl[] =
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"// Created on: 2013-10-10\n"
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"// Created by: Denis BOGOLEPOV\n"
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"// Copyright (c) 2013-2014 OPEN CASCADE SAS\n"
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"//\n"
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"// This file is part of Open CASCADE Technology software library.\n"
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"//\n"
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"// This library is free software; you can redistribute it and/or modify it under\n"
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"// the terms of the GNU Lesser General Public License version 2.1 as published\n"
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"// by the Free Software Foundation, with special exception defined in the file\n"
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"// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT\n"
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"// distribution for complete text of the license and disclaimer of any warranty.\n"
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"//\n"
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"// Alternatively, this file may be used under the terms of Open CASCADE\n"
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"// commercial license or contractual agreement.\n"
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"\n"
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"// This file includes implementation of common functions and properties accessors\n"
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"\n"
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"#if defined(FRAGMENT_SHADER)\n"
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"//! Output color (and coverage for accumulation by OIT algorithm).\n"
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"void occSetFragColor (in vec4 theColor)\n"
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"{\n"
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"#if defined(OCC_ALPHA_TEST)\n"
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" if (theColor.a < occAlphaCutoff) discard;\n"
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"#endif\n"
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"#if defined(OCC_WRITE_WEIGHT_OIT_COVERAGE)\n"
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" float aWeight = theColor.a * clamp (1e+2 * pow (1.0 - gl_FragCoord.z * occOitDepthFactor, 3.0), 1e-2, 1e+2);\n"
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" occFragCoverage.r = theColor.a * aWeight;\n"
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" occFragColor = vec4 (theColor.rgb * theColor.a * aWeight, theColor.a);\n"
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"#else\n"
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" occFragColor = theColor;\n"
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"#endif\n"
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"}\n"
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"#endif\n"
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"\n"
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"#if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0)\n"
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"// arrays of light sources\n"
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"uniform THE_PREC_ENUM ivec2 occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types\n"
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"uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters\n"
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"\n"
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"// light source properties accessors\n"
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"int occLight_Type (in int theId) { return occLightSourcesTypes[theId].x; }\n"
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"int occLight_IsHeadlight (in int theId) { return occLightSourcesTypes[theId].y; }\n"
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"vec4 occLight_Diffuse (in int theId) { return occLightSources[theId * 4 + 0]; }\n"
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"vec4 occLight_Specular (in int theId) { return occLightSources[theId * 4 + 0]; }\n"
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"vec4 occLight_Position (in int theId) { return occLightSources[theId * 4 + 1]; }\n"
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"vec4 occLight_SpotDirection (in int theId) { return occLightSources[theId * 4 + 2]; }\n"
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"float occLight_ConstAttenuation (in int theId) { return occLightSources[theId * 4 + 3].x; }\n"
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"float occLight_LinearAttenuation (in int theId) { return occLightSources[theId * 4 + 3].y; }\n"
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"float occLight_SpotCutOff (in int theId) { return occLightSources[theId * 4 + 3].z; }\n"
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"float occLight_SpotExponent (in int theId) { return occLightSources[theId * 4 + 3].w; }\n"
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"#endif\n"
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"\n"
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"// material state\n"
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"uniform vec4 occFrontMaterial[5];\n"
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"uniform vec4 occBackMaterial[5];\n"
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"\n"
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"// front material properties accessors\n"
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"vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[0]; }\n"
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"vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[1]; }\n"
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"vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[2]; }\n"
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"vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[3]; }\n"
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"float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; }\n"
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"float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; }\n"
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"\n"
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"// back material properties accessors\n"
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"vec4 occBackMaterial_Ambient(void) { return occBackMaterial[0]; }\n"
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"vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[1]; }\n"
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"vec4 occBackMaterial_Specular(void) { return occBackMaterial[2]; }\n"
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"vec4 occBackMaterial_Emission(void) { return occBackMaterial[3]; }\n"
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"float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; }\n"
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"float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; }\n"
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"\n"
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"// 2D texture coordinates transformation\n"
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"vec2 occTextureTrsf_Translation(void) { return occTexTrsf2d[0].xy; }\n"
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"vec2 occTextureTrsf_Scale(void) { return occTexTrsf2d[0].zw; }\n"
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"float occTextureTrsf_RotationSin(void) { return occTexTrsf2d[1].x; }\n"
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"float occTextureTrsf_RotationCos(void) { return occTexTrsf2d[1].y; }\n";
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