mirror of
https://git.dev.opencascade.org/repos/occt.git
synced 2025-04-01 17:36:21 +03:00
Reorganized resources to keep source part in src and real-time scripts in resource folder. For the installation result no changes, still installed to src for windows.
277 lines
12 KiB
GLSL
277 lines
12 KiB
GLSL
|
|
//! @file Declarations.glsl 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
|
|
#define occTextureCube texture
|
|
#define occTextureCubeLod textureLod
|
|
#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
|
|
#define occTextureCube textureCube
|
|
#if !defined(GL_ES) || defined(textureCubeLod)
|
|
#define occTextureCubeLod textureCubeLod
|
|
#else // fallback
|
|
#define occTextureCubeLod(theSampl,theCoord,theLod) textureCube(theSampl,theCoord)
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef GL_ES
|
|
#if (__VERSION__ >= 300)
|
|
#define THE_PREC_ENUM highp // lowp should be enough for enums but triggers driver bugs
|
|
#else
|
|
#define THE_PREC_ENUM lowp
|
|
#endif
|
|
#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 occPeelDepth occFragColor0
|
|
#define occPeelFrontColor occFragColor1
|
|
#define occPeelBackColor occFragColor2
|
|
|
|
//! Define the main Fragment Shader early return procedure.
|
|
bool occFragEarlyReturn();
|
|
|
|
//! Define the main Fragment Shader output - color value.
|
|
void occSetFragColor (in vec4 theColor);
|
|
#endif
|
|
|
|
// Pi number definitions
|
|
#define PI 3.141592654
|
|
#define PI_2 6.283185307
|
|
#define PI_DIV_2 1.570796327
|
|
#define PI_DIV_3 1.047197551
|
|
#define PI_DIV_4 0.785398163
|
|
#define INV_PI 0.318309886
|
|
#define INV_PI_2 0.159154943
|
|
|
|
// 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
|
|
|
|
#if defined(THE_IS_PBR)
|
|
uniform sampler2D occEnvLUT; //!< Environment Lookup Table
|
|
uniform sampler2D occDiffIBLMapSHCoeffs; //!< Packed diffuse (irradiance) IBL map's spherical harmonics coefficients
|
|
uniform samplerCube occSpecIBLMap; //!< Specular IBL map
|
|
uniform int occNbSpecIBLLevels; //!< Number of mipmap levels used in occSpecIBLMap to store different roughness values maps
|
|
|
|
vec3 occDiffIBLMap (in vec3 theNormal); //!< Unpacks spherical harmonics coefficients to diffuse IBL map's values
|
|
#endif
|
|
|
|
// light type enumeration (same as Graphic3d_TypeOfLightSource)
|
|
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)
|
|
#if (THE_MAX_LIGHTS > 1)
|
|
#define occLight_Index(theId) theId
|
|
#else
|
|
#define occLight_Index(theId) 0
|
|
#endif
|
|
uniform THE_PREC_ENUM int occLightSourcesCount; //!< Total number of light sources
|
|
|
|
//! Type of light source, int (see OccLightType enum).
|
|
#define occLight_Type(theId) occLightSourcesTypes[occLight_Index(theId)]
|
|
|
|
//! Specular intensity (equals to diffuse), vec3.
|
|
#define occLight_Specular(theId) occLightSources[occLight_Index(theId) * 4 + 0].rgb
|
|
|
|
//! Intensity of light source (>= 0), float.
|
|
#define occLight_Intensity(theId) occLightSources[occLight_Index(theId) * 4 + 0].a
|
|
|
|
//! Is light a headlight, bool? DEPRECATED method.
|
|
#define occLight_IsHeadlight(theId) false
|
|
|
|
//! Position of specified light source or direction of directional light source, vec3.
|
|
#define occLight_Position(theId) occLightSources[occLight_Index(theId) * 4 + 1].xyz
|
|
|
|
//! Direction of specified spot light source, vec3.
|
|
#define occLight_SpotDirection(theId) occLightSources[occLight_Index(theId) * 4 + 2].xyz
|
|
|
|
//! Range on which point light source (positional or spot) can affect (>= 0), float.
|
|
#define occLight_Range(theId) occLightSources[occLight_Index(theId) * 4 + 2].w
|
|
|
|
//! Maximum spread angle of the spot light (in radians), float.
|
|
#define occLight_SpotCutOff(theId) occLightSources[occLight_Index(theId) * 4 + 3].z
|
|
|
|
//! Attenuation of the spot light intensity (from 0 to 1), float.
|
|
#define occLight_SpotExponent(theId) occLightSources[occLight_Index(theId) * 4 + 3].w
|
|
|
|
#if !defined(THE_IS_PBR)
|
|
//! Diffuse intensity (equals to Specular), vec3.
|
|
#define occLight_Diffuse(theId) occLightSources[occLight_Index(theId) * 4 + 0].rgb
|
|
|
|
//! Const attenuation factor of positional light source, float.
|
|
#define occLight_ConstAttenuation(theId) occLightSources[occLight_Index(theId) * 4 + 3].x
|
|
|
|
//! Linear attenuation factor of positional light source, float.
|
|
#define occLight_LinearAttenuation(theId) occLightSources[occLight_Index(theId) * 4 + 3].y
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(THE_IS_PBR)
|
|
//! Converts roughness value from range [0, 1] to real value for calculations
|
|
float occRoughness (in float theNormalizedRoughness);
|
|
|
|
// Front/back material properties accessors
|
|
vec4 occPBRMaterial_Color(in bool theIsFront); //!< Base color of PBR material
|
|
float occPBRMaterial_Metallic(in bool theIsFront); //!< Metallic coefficient
|
|
float occPBRMaterial_NormalizedRoughness(in bool theIsFront); //!< Normalized roughness coefficient
|
|
vec3 occPBRMaterial_Emission(in bool theIsFront); //!< Light intensity emitted by material
|
|
float occPBRMaterial_IOR(in bool theIsFront); //!< Index of refraction
|
|
#define occMaterial_Emission occPBRMaterial_Emission
|
|
#define occMaterial_Color occPBRMaterial_Color
|
|
#else
|
|
vec4 occMaterial_Diffuse(in bool theIsFront); //!< Diffuse reflection
|
|
vec3 occMaterial_Specular(in bool theIsFront); //!< Specular reflection
|
|
float occMaterial_Shininess(in bool theIsFront); //!< Specular exponent
|
|
vec3 occMaterial_Ambient(in bool theIsFront); //!< Ambient reflection
|
|
vec3 occMaterial_Emission(in bool theIsFront); //!< Emission color
|
|
#define occMaterial_Color occMaterial_Diffuse
|
|
#endif
|
|
|
|
#ifdef THE_HAS_DEFAULT_SAMPLER
|
|
#define occActiveSampler occSampler0 //!< alias for backward compatibility
|
|
#define occSamplerBaseColor occSampler0 //!< alias to a base color texture
|
|
uniform sampler2D occSampler0; //!< current active sampler;
|
|
#endif //! occSampler1, occSampler2,... should be defined in GLSL program body for multitexturing
|
|
|
|
#if defined(THE_HAS_TEXTURE_COLOR) && defined(FRAGMENT_SHADER)
|
|
#define occMaterialBaseColor(theIsFront, theTexCoord) (occMaterial_Color(theIsFront) * occTexture2D(occSamplerBaseColor, theTexCoord))
|
|
#else
|
|
#define occMaterialBaseColor(theIsFront, theTexCoord) occMaterial_Color(theIsFront)
|
|
#endif
|
|
|
|
#if defined(THE_HAS_TEXTURE_OCCLUSION) && defined(FRAGMENT_SHADER)
|
|
uniform sampler2D occSamplerOcclusion; //!< R occlusion texture sampler
|
|
#define occMaterialOcclusion(theColor, theTexCoord) theColor *= occTexture2D(occSamplerOcclusion, theTexCoord).r;
|
|
#else
|
|
#define occMaterialOcclusion(theColor, theTexCoord)
|
|
#endif
|
|
|
|
#if defined(THE_HAS_TEXTURE_EMISSIVE) && defined(FRAGMENT_SHADER)
|
|
uniform sampler2D occSamplerEmissive; //!< RGB emissive texture sampler
|
|
#define occMaterialEmission(theIsFront, theTexCoord) (occMaterial_Emission(theIsFront) * occTexture2D(occSamplerEmissive, theTexCoord).rgb)
|
|
#else
|
|
#define occMaterialEmission(theIsFront, theTexCoord) occMaterial_Emission(theIsFront)
|
|
#endif
|
|
|
|
#if defined(THE_HAS_TEXTURE_NORMAL) && defined(FRAGMENT_SHADER)
|
|
uniform sampler2D occSamplerNormal; //!< XYZ normal texture sampler with W==0 indicating no texture
|
|
#define occTextureNormal(theTexCoord) occTexture2D(occSamplerNormal, theTexCoord)
|
|
#else
|
|
#define occTextureNormal(theTexCoord) vec4(0.0) // no normal map
|
|
#endif
|
|
|
|
#if defined(THE_HAS_TEXTURE_METALROUGHNESS) && defined(FRAGMENT_SHADER)
|
|
uniform sampler2D occSamplerMetallicRoughness; //!< BG metallic-roughness texture sampler
|
|
#define occMaterialRoughness(theIsFront, theTexCoord) (occPBRMaterial_NormalizedRoughness(theIsFront) * occTexture2D(occSamplerMetallicRoughness, theTexCoord).g)
|
|
#define occMaterialMetallic(theIsFront, theTexCoord) (occPBRMaterial_Metallic(theIsFront) * occTexture2D(occSamplerMetallicRoughness, theTexCoord).b)
|
|
#else
|
|
#define occMaterialRoughness(theIsFront, theTexCoord) occPBRMaterial_NormalizedRoughness(theIsFront)
|
|
#define occMaterialMetallic(theIsFront, theTexCoord) occPBRMaterial_Metallic(theIsFront)
|
|
#endif
|
|
|
|
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
|
|
uniform float occAlphaCutoff; //!< alpha test cutoff value
|
|
|
|
//! 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 occClipPlaneChains[THE_MAX_CLIP_PLANES]; //! Indicating the number of planes in the Chain
|
|
uniform THE_PREC_ENUM int occClipPlaneCount; //!< Total number of clip planes
|
|
#endif
|
|
//! @endfile Declarations.glsl
|