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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-01 17:36:21 +03:00
occt/resources/Shaders/Declarations.glsl
Pasukhin Dmitry df4b931988
Configuration - Resource structure reorganization #429
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.
2025-03-18 22:54:43 +00:00

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