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occt/resources/Shaders/DeclarationsImpl.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

122 lines
4.9 KiB
GLSL

//! @file DeclarationsImpl.glsl includes implementation of common functions and properties accessors
#if defined(FRAGMENT_SHADER)
#if defined(OCC_DEPTH_PEEL_OIT)
uniform sampler2D occDepthPeelingDepth;
uniform sampler2D occDepthPeelingFrontColor;
int IsFrontPeelLayer = -1;
bool occFragEarlyReturn()
{
#define THE_DEPTH_CLEAR_VALUE -1e15f
ivec2 aFragCoord = ivec2 (gl_FragCoord.xy);
vec2 aLastDepth = texelFetch (occDepthPeelingDepth, aFragCoord, 0).rg;
occPeelFrontColor = texelFetch (occDepthPeelingFrontColor, aFragCoord, 0);
occPeelDepth.rg = vec2 (THE_DEPTH_CLEAR_VALUE); // depth value always increases, so that MAX blend equation can be used
occPeelBackColor = vec4 (0.0); // back color is blend after each peeling pass
float aNearDepth = -aLastDepth.x;
float aFarDepth = aLastDepth.y;
float aFragDepth = gl_FragCoord.z; // 0 - 1
if (aFragDepth < aNearDepth || aFragDepth > aFarDepth)
{
return true; // skip peeled depth
}
else if (aFragDepth > aNearDepth && aFragDepth < aFarDepth)
{
// to be rendered at next peeling pass
occPeelDepth.rg = vec2 (-aFragDepth, aFragDepth);
return true;
}
IsFrontPeelLayer = (gl_FragCoord.z == aNearDepth) ? 1 : 0;
return false;
}
#else
bool occFragEarlyReturn() { return false; }
#endif
void occSetFragColor (in vec4 theColor)
{
#if defined(OCC_ALPHA_TEST)
if (theColor.a < occAlphaCutoff) discard;
#endif
#if defined(OCC_WRITE_WEIGHT_OIT_COVERAGE)
float aWeight = theColor.a * clamp (1e+2 * pow (1.0 - gl_FragCoord.z * occOitDepthFactor, 3.0), 1e-2, 1e+2);
occFragCoverage.r = theColor.a * aWeight;
occFragColor = vec4 (theColor.rgb * theColor.a * aWeight, theColor.a);
#elif defined(OCC_DEPTH_PEEL_OIT)
if (IsFrontPeelLayer == 1) // front is blended directly
{
vec4 aLastColor = occPeelFrontColor;
float anAlphaMult = 1.0 - aLastColor.a;
occPeelFrontColor.rgb = aLastColor.rgb + theColor.rgb * theColor.a * anAlphaMult;
occPeelFrontColor.a = 1.0 - anAlphaMult * (1.0 - theColor.a);
}
else if (IsFrontPeelLayer == 0) // back is blended afterwards
{
occPeelBackColor = theColor;
}
#else
occFragColor = theColor;
#endif
}
#endif
#if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0)
// arrays of light sources
uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters
uniform THE_PREC_ENUM int occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types
#endif
#if defined(THE_IS_PBR)
vec3 occDiffIBLMap (in vec3 theNormal)
{
vec3 aSHCoeffs[9];
for (int i = 0; i < 9; ++i)
{
aSHCoeffs[i] = occTexture2D (occDiffIBLMapSHCoeffs, vec2 ((float(i) + 0.5) / 9.0, 0.0)).rgb;
}
return aSHCoeffs[0]
+ aSHCoeffs[1] * theNormal.x
+ aSHCoeffs[2] * theNormal.y
+ aSHCoeffs[3] * theNormal.z
+ aSHCoeffs[4] * theNormal.x * theNormal.z
+ aSHCoeffs[5] * theNormal.y * theNormal.z
+ aSHCoeffs[6] * theNormal.x * theNormal.y
+ aSHCoeffs[7] * (3.0 * theNormal.z * theNormal.z - 1.0)
+ aSHCoeffs[8] * (theNormal.x * theNormal.x - theNormal.y * theNormal.y);
}
#endif
// front and back material properties accessors
#if defined(THE_IS_PBR)
uniform vec4 occPbrMaterial[3 * 2];
#define MIN_ROUGHNESS 0.01
float occRoughness (in float theNormalizedRoughness) { return theNormalizedRoughness * (1.0 - MIN_ROUGHNESS) + MIN_ROUGHNESS; }
vec4 occPBRMaterial_Color(in bool theIsFront) { return theIsFront ? occPbrMaterial[0] : occPbrMaterial[3]; }
vec3 occPBRMaterial_Emission(in bool theIsFront) { return theIsFront ? occPbrMaterial[1].rgb : occPbrMaterial[4].rgb; }
float occPBRMaterial_IOR(in bool theIsFront) { return theIsFront ? occPbrMaterial[1].w : occPbrMaterial[4].w; }
float occPBRMaterial_Metallic(in bool theIsFront) { return theIsFront ? occPbrMaterial[2].b : occPbrMaterial[5].b; }
float occPBRMaterial_NormalizedRoughness(in bool theIsFront) { return theIsFront ? occPbrMaterial[2].g : occPbrMaterial[5].g; }
#else
uniform vec4 occCommonMaterial[4 * 2];
vec4 occMaterial_Diffuse(in bool theIsFront) { return theIsFront ? occCommonMaterial[0] : occCommonMaterial[4]; }
vec3 occMaterial_Emission(in bool theIsFront) { return theIsFront ? occCommonMaterial[1].rgb : occCommonMaterial[5].rgb; }
vec3 occMaterial_Specular(in bool theIsFront) { return theIsFront ? occCommonMaterial[2].rgb : occCommonMaterial[6].rgb; }
float occMaterial_Shininess(in bool theIsFront) { return theIsFront ? occCommonMaterial[2].a : occCommonMaterial[6].a; }
vec3 occMaterial_Ambient(in bool theIsFront) { return theIsFront ? occCommonMaterial[3].rgb : occCommonMaterial[7].rgb; }
#endif
// 2D texture coordinates transformation
vec2 occTextureTrsf_Translation(void) { return occTexTrsf2d[0].xy; }
vec2 occTextureTrsf_Scale(void) { return occTexTrsf2d[0].zw; }
float occTextureTrsf_RotationSin(void) { return occTexTrsf2d[1].x; }
float occTextureTrsf_RotationCos(void) { return occTexTrsf2d[1].y; }
//! @endfile DeclarationsImpl.glsl