]> OCCT Git - occt.git/commitdiff
0032152: Visualization - move out GLSL program generator from OpenGl_ShaderManager...
authorkgv <kgv@opencascade.com>
Sat, 20 Feb 2021 20:03:30 +0000 (23:03 +0300)
committerbugmaster <bugmaster@opencascade.com>
Thu, 25 Feb 2021 15:55:27 +0000 (18:55 +0300)
12 files changed:
src/Graphic3d/FILES
src/Graphic3d/Graphic3d_ShaderFlags.hxx [new file with mode: 0644]
src/Graphic3d/Graphic3d_ShaderManager.cxx [new file with mode: 0644]
src/Graphic3d/Graphic3d_ShaderManager.hxx [new file with mode: 0644]
src/Graphic3d/Graphic3d_ShaderObject.cxx
src/Graphic3d/Graphic3d_ShaderObject.hxx
src/OpenGl/OpenGl_Context.cxx
src/OpenGl/OpenGl_SetOfShaderPrograms.hxx
src/OpenGl/OpenGl_ShaderManager.cxx
src/OpenGl/OpenGl_ShaderManager.hxx
src/OpenGl/OpenGl_ShaderObject.cxx
src/OpenGl/OpenGl_ShaderObject.hxx

index ed74f31a63dc5159adea76b85f4dccdea1fbed16..365f97f95e29d3fb1ad24f72beb2a0fed55de1fd 100755 (executable)
@@ -127,6 +127,9 @@ Graphic3d_SequenceOfHClipPlane.hxx
 Graphic3d_SequenceOfStructure.hxx
 Graphic3d_ShaderAttribute.cxx
 Graphic3d_ShaderAttribute.hxx
+Graphic3d_ShaderFlags.hxx
+Graphic3d_ShaderManager.cxx
+Graphic3d_ShaderManager.hxx
 Graphic3d_ShaderObject.cxx
 Graphic3d_ShaderObject.hxx
 Graphic3d_ShaderProgram.cxx
diff --git a/src/Graphic3d/Graphic3d_ShaderFlags.hxx b/src/Graphic3d/Graphic3d_ShaderFlags.hxx
new file mode 100644 (file)
index 0000000..125155d
--- /dev/null
@@ -0,0 +1,45 @@
+// Created on: 2014-10-08
+// Created by: Kirill Gavrilov
+// Copyright (c) 2014 OPEN CASCADE SAS
+//
+// This file is part of Open CASCADE Technology software library.
+//
+// This library is free software; you can redistribute it and/or modify it under
+// the terms of the GNU Lesser General Public License version 2.1 as published
+// by the Free Software Foundation, with special exception defined in the file
+// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
+// distribution for complete text of the license and disclaimer of any warranty.
+//
+// Alternatively, this file may be used under the terms of Open CASCADE
+// commercial license or contractual agreement.
+
+#ifndef _Graphic3d_ShaderFlags_HeaderFile
+#define _Graphic3d_ShaderFlags_HeaderFile
+
+//! Standard GLSL program combination bits.
+enum Graphic3d_ShaderFlags
+{
+  Graphic3d_ShaderFlags_VertColor       = 0x0001, //!< per-vertex color
+  Graphic3d_ShaderFlags_TextureRGB      = 0x0002, //!< handle RGB texturing
+  Graphic3d_ShaderFlags_TextureEnv      = 0x0004, //!< handle environment map (obsolete, to be removed)
+  Graphic3d_ShaderFlags_TextureNormal   = Graphic3d_ShaderFlags_TextureRGB|Graphic3d_ShaderFlags_TextureEnv, //!< extended texture set (with normal map)
+  Graphic3d_ShaderFlags_PointSimple     = 0x0008, //!< point marker without sprite
+  Graphic3d_ShaderFlags_PointSprite     = 0x0010, //!< point sprite with RGB image
+  Graphic3d_ShaderFlags_PointSpriteA    = Graphic3d_ShaderFlags_PointSimple|Graphic3d_ShaderFlags_PointSprite, //!< point sprite with Alpha image
+  Graphic3d_ShaderFlags_StippleLine     = 0x0020, //!< stipple line
+  Graphic3d_ShaderFlags_ClipPlanes1     = 0x0040, //!< handle 1 clipping plane
+  Graphic3d_ShaderFlags_ClipPlanes2     = 0x0080, //!< handle 2 clipping planes
+  Graphic3d_ShaderFlags_ClipPlanesN     = Graphic3d_ShaderFlags_ClipPlanes1|Graphic3d_ShaderFlags_ClipPlanes2, //!< handle N clipping planes
+  Graphic3d_ShaderFlags_ClipChains      = 0x0100, //!< handle chains of clipping planes
+  Graphic3d_ShaderFlags_MeshEdges       = 0x0200, //!< draw mesh edges (wireframe)
+  Graphic3d_ShaderFlags_AlphaTest       = 0x0400, //!< discard fragment by alpha test (defined by cutoff value)
+  Graphic3d_ShaderFlags_WriteOit        = 0x0800, //!< write coverage buffer for Blended Order-Independent Transparency
+  Graphic3d_ShaderFlags_OitDepthPeeling = 0x1000, //!< handle Depth Peeling OIT
+  //
+  Graphic3d_ShaderFlags_NB              = 0x2000, //!< overall number of combinations
+  Graphic3d_ShaderFlags_IsPoint         = Graphic3d_ShaderFlags_PointSimple|Graphic3d_ShaderFlags_PointSprite|Graphic3d_ShaderFlags_PointSpriteA,
+  Graphic3d_ShaderFlags_HasTextures     = Graphic3d_ShaderFlags_TextureRGB|Graphic3d_ShaderFlags_TextureEnv,
+  Graphic3d_ShaderFlags_NeedsGeomShader = Graphic3d_ShaderFlags_MeshEdges,
+};
+
+#endif // _Graphic3d_ShaderFlags_HeaderFile
diff --git a/src/Graphic3d/Graphic3d_ShaderManager.cxx b/src/Graphic3d/Graphic3d_ShaderManager.cxx
new file mode 100644 (file)
index 0000000..705d0b3
--- /dev/null
@@ -0,0 +1,2114 @@
+// Copyright (c) 2013-2021 OPEN CASCADE SAS
+//
+// This file is part of Open CASCADE Technology software library.
+//
+// This library is free software; you can redistribute it and/or modify it under
+// the terms of the GNU Lesser General Public License version 2.1 as published
+// by the Free Software Foundation, with special exception defined in the file
+// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
+// distribution for complete text of the license and disclaimer of any warranty.
+//
+// Alternatively, this file may be used under the terms of Open CASCADE
+// commercial license or contractual agreement.
+
+#include <Graphic3d_ShaderManager.hxx>
+
+#include <Graphic3d_LightSet.hxx>
+#include <Graphic3d_ShaderProgram.hxx>
+#include <Message.hxx>
+
+#include "../Shaders/Shaders_DirectionalLightShadow_glsl.pxx"
+#include "../Shaders/Shaders_PBRDistribution_glsl.pxx"
+#include "../Shaders/Shaders_PBRDirectionalLight_glsl.pxx"
+#include "../Shaders/Shaders_PBRGeometry_glsl.pxx"
+#include "../Shaders/Shaders_PBRFresnel_glsl.pxx"
+#include "../Shaders/Shaders_PBRCookTorrance_glsl.pxx"
+#include "../Shaders/Shaders_PBRIllumination_glsl.pxx"
+#include "../Shaders/Shaders_PBRPointLight_glsl.pxx"
+#include "../Shaders/Shaders_PBRSpotLight_glsl.pxx"
+#include "../Shaders/Shaders_PBREnvBaking_fs.pxx"
+#include "../Shaders/Shaders_PBREnvBaking_vs.pxx"
+#include "../Shaders/Shaders_PhongDirectionalLight_glsl.pxx"
+#include "../Shaders/Shaders_PhongPointLight_glsl.pxx"
+#include "../Shaders/Shaders_PhongSpotLight_glsl.pxx"
+#include "../Shaders/Shaders_PointLightAttenuation_glsl.pxx"
+#include "../Shaders/Shaders_TangentSpaceNormal_glsl.pxx"
+
+IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_ShaderManager, Standard_Transient)
+
+namespace
+{
+  //! Number specifying maximum number of light sources to prepare a GLSL program with unrolled loop.
+  const Standard_Integer THE_NB_UNROLLED_LIGHTS_MAX = 32;
+
+  //! Compute the size of array storing holding light sources definition.
+  static Standard_Integer roundUpMaxLightSources (Standard_Integer theNbLights)
+  {
+    Standard_Integer aMaxLimit = THE_NB_UNROLLED_LIGHTS_MAX;
+    for (; aMaxLimit < theNbLights; aMaxLimit *= 2) {}
+    return aMaxLimit;
+  }
+
+#define EOL "\n"
+
+//! Compute TexCoord value in Vertex Shader
+const char THE_VARY_TexCoord_Trsf[] =
+  EOL"  float aRotSin = occTextureTrsf_RotationSin();"
+  EOL"  float aRotCos = occTextureTrsf_RotationCos();"
+  EOL"  vec2  aTex2   = vec2 (occTexCoord.x * aRotCos - occTexCoord.y * aRotSin,"
+  EOL"                        occTexCoord.x * aRotSin + occTexCoord.y * aRotCos);"
+  EOL"  aTex2 = (aTex2 + occTextureTrsf_Translation()) * occTextureTrsf_Scale();"
+  EOL"  TexCoord = vec4(aTex2, occTexCoord.zw);";
+
+//! Auxiliary function to flip gl_PointCoord vertically
+#define THE_VEC2_glPointCoord "vec2 (gl_PointCoord.x, 1.0 - gl_PointCoord.y)"
+
+//! Auxiliary function to transform normal from model to view coordinate system.
+const char THE_FUNC_transformNormal_view[] =
+  EOL"vec3 transformNormal (in vec3 theNormal)"
+  EOL"{"
+  EOL"  vec4 aResult = occWorldViewMatrixInverseTranspose"
+  EOL"               * occModelWorldMatrixInverseTranspose"
+  EOL"               * vec4 (theNormal, 0.0);"
+  EOL"  return normalize (aResult.xyz);"
+  EOL"}";
+
+//! The same function as THE_FUNC_transformNormal but is used in PBR pipeline.
+//! The normals are expected to be in world coordinate system in PBR pipeline.
+const char THE_FUNC_transformNormal_world[] =
+  EOL"vec3 transformNormal (in vec3 theNormal)"
+  EOL"{"
+  EOL"  vec4 aResult = occModelWorldMatrixInverseTranspose"
+  EOL"               * vec4 (theNormal, 0.0);"
+  EOL"  return normalize (aResult.xyz);"
+  EOL"}";
+
+//! Global shader variable for color definition with lighting enabled.
+const char THE_FUNC_lightDef[] =
+  EOL"vec3 Ambient;"   //!< Ambient  contribution of light sources
+  EOL"vec3 Diffuse;"   //!< Diffuse  contribution of light sources
+  EOL"vec3 Specular;"; //!< Specular contribution of light sources
+
+//! Global shader variable for color definition with lighting enabled.
+const char THE_FUNC_PBR_lightDef[] =
+  EOL"vec3  DirectLighting;" //!< Accumulator of direct lighting from light sources
+  EOL"vec4  BaseColor;"      //!< Base color (albedo) of material for PBR
+  EOL"float Metallic;"       //!< Metallic coefficient of material
+  EOL"float NormalizedRoughness;" //!< Normalized roughness coefficient of material
+  EOL"float Roughness;"      //!< Roughness coefficient of material
+  EOL"vec3  Emission;"       //!< Light intensity emitted by material
+  EOL"float IOR;";           //!< Material's index of refraction
+
+//! The same as Shaders_PhongDirectionalLight_glsl but for the light with zero index
+//! (avoids limitations on some mobile devices).
+const char THE_FUNC_directionalLightFirst[] =
+  EOL"void directionalLightFirst (in vec3 theNormal,"
+  EOL"                            in vec3 theView,"
+  EOL"                            in bool theIsFront,"
+  EOL"                            in float theShadow)"
+  EOL"{"
+  EOL"  vec3 aLight = vec3 (occWorldViewMatrix * vec4 (occLight_Position (0), 0.0));"
+  EOL
+  EOL"  vec3 aHalf = normalize (aLight + theView);"
+  EOL
+  EOL"  vec3  aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
+  EOL"  float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
+  EOL"  float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
+  EOL
+  EOL"  float aSpecl = 0.0;"
+  EOL"  if (aNdotL > 0.0)"
+  EOL"  {"
+  EOL"    aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
+  EOL"  }"
+  EOL
+  EOL"  Diffuse  += occLight_Diffuse(0)  * aNdotL * theShadow;"
+  EOL"  Specular += occLight_Specular(0) * aSpecl * theShadow;"
+  EOL"}";
+
+//! Returns the real cubemap fetching direction considering sides orientation, memory layout and vertical flip.
+const char THE_FUNC_cubemap_vector_transform[] =
+  EOL"vec3 cubemapVectorTransform (in vec3 theVector,"
+  EOL"                             in int  theYCoeff,"
+  EOL"                             in int  theZCoeff)"
+  EOL"{"
+  EOL"  theVector = theVector.yzx;"
+  EOL"  theVector.y *= float(theYCoeff);"
+  EOL"  theVector.z *= float(theZCoeff);"
+  EOL"  return theVector;"
+  EOL"}";
+
+//! Process clipping planes in Fragment Shader.
+//! Should be added at the beginning of the main() function.
+const char THE_FRAG_CLIP_PLANES_N[] =
+  EOL"  for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount; ++aPlaneIter)"
+  EOL"  {"
+  EOL"    vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
+  EOL"    if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
+  EOL"    {"
+  EOL"      discard;"
+  EOL"    }"
+  EOL"  }";
+
+//! Process chains of clipping planes in Fragment Shader.
+const char THE_FRAG_CLIP_CHAINS_N[] =
+EOL"  for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount;)"
+EOL"  {"
+EOL"    vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
+EOL"    if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
+EOL"    {"
+EOL"      if (occClipPlaneChains[aPlaneIter] == 1)"
+EOL"      {"
+EOL"        discard;"
+EOL"      }"
+EOL"      aPlaneIter += 1;"
+EOL"    }"
+EOL"    else"
+EOL"    {"
+EOL"      aPlaneIter += occClipPlaneChains[aPlaneIter];"
+EOL"    }"
+EOL"  }";
+
+//! Process 1 clipping plane in Fragment Shader.
+const char THE_FRAG_CLIP_PLANES_1[] =
+  EOL"  vec4 aClipEquation0 = occClipPlaneEquations[0];"
+  EOL"  if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0)"
+  EOL"  {"
+  EOL"    discard;"
+  EOL"  }";
+
+//! Process 2 clipping planes in Fragment Shader.
+const char THE_FRAG_CLIP_PLANES_2[] =
+  EOL"  vec4 aClipEquation0 = occClipPlaneEquations[0];"
+  EOL"  vec4 aClipEquation1 = occClipPlaneEquations[1];"
+  EOL"  if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0"
+  EOL"   || dot (aClipEquation1.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation1.w < 0.0)"
+  EOL"  {"
+  EOL"    discard;"
+  EOL"  }";
+
+//! Process a chain of 2 clipping planes in Fragment Shader (3/4 section).
+const char THE_FRAG_CLIP_CHAINS_2[] =
+EOL"  vec4 aClipEquation0 = occClipPlaneEquations[0];"
+EOL"  vec4 aClipEquation1 = occClipPlaneEquations[1];"
+EOL"  if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0"
+EOL"   && dot (aClipEquation1.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation1.w < 0.0)"
+EOL"  {"
+EOL"    discard;"
+EOL"  }";
+
+//! Modify color for Wireframe presentation.
+const char THE_FRAG_WIREFRAME_COLOR[] =
+EOL"vec4 getFinalColor(void)"
+EOL"{"
+EOL"  float aDistance = min (min (EdgeDistance[0], EdgeDistance[1]), EdgeDistance[2]);"
+EOL"  bool isHollow = occWireframeColor.a < 0.0;"
+EOL"  float aMixVal = smoothstep (occLineWidth - occLineFeather * 0.5, occLineWidth + occLineFeather * 0.5, aDistance);"
+EOL"  vec4 aMixColor = isHollow"
+EOL"                 ? vec4 (getColor().rgb, 1.0 - aMixVal)"          // edges only (of interior color)
+EOL"                 : mix (occWireframeColor, getColor(), aMixVal);" // interior + edges
+EOL"  return aMixColor;"
+EOL"}";
+
+//! Compute gl_Position vertex shader output.
+const char THE_VERT_gl_Position[] =
+EOL"  gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;";
+
+//! Displace gl_Position alongside vertex normal for outline rendering.
+//! This code adds silhouette only for smooth surfaces of closed primitive, and produces visual artifacts on sharp edges.
+const char THE_VERT_gl_Position_OUTLINE[] =
+EOL"  float anOutlineDisp = occOrthoScale > 0.0 ? occOrthoScale : gl_Position.w;"
+EOL"  vec4  anOutlinePos  = occVertex + vec4 (occNormal * (occSilhouetteThickness * anOutlineDisp), 0.0);"
+EOL"  gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * anOutlinePos;";
+
+}
+
+// =======================================================================
+// function : genLightKey
+// purpose  :
+// =======================================================================
+TCollection_AsciiString Graphic3d_ShaderManager::genLightKey (const Handle(Graphic3d_LightSet)& theLights,
+                                                              const bool theHasShadowMap) const
+{
+  if (theLights->NbEnabled() <= THE_NB_UNROLLED_LIGHTS_MAX)
+  {
+    return theHasShadowMap
+         ? TCollection_AsciiString ("ls_") + theLights->KeyEnabledLong()
+         : TCollection_AsciiString ("l_")  + theLights->KeyEnabledLong();
+  }
+
+  const Standard_Integer aMaxLimit = roundUpMaxLightSources (theLights->NbEnabled());
+  return TCollection_AsciiString ("l_") + theLights->KeyEnabledShort() + aMaxLimit;
+}
+
+// =======================================================================
+// function : Graphic3d_ShaderManager
+// purpose  :
+// =======================================================================
+Graphic3d_ShaderManager::Graphic3d_ShaderManager (Aspect_GraphicsLibrary theGapi)
+: myGapi (theGapi),
+  // desktop defines a dedicated API for point size, with gl_PointSize added later to GLSL
+  myHasFlatShading (true),
+  myToReverseDFdxSign (false),
+  mySetPointSize (myGapi == Aspect_GraphicsLibrary_OpenGLES),
+  myUseRedAlpha (false),
+  myToEmulateDepthClamp (true),
+  mySRgbState (true)
+{
+  memset (myGlslExtensions, 0, sizeof(myGlslExtensions));
+}
+
+// =======================================================================
+// function : ~Graphic3d_ShaderManager
+// purpose  :
+// =======================================================================
+Graphic3d_ShaderManager::~Graphic3d_ShaderManager()
+{
+  //
+}
+
+// =======================================================================
+// function : hasGlslBitwiseOps
+// purpose  :
+// =======================================================================
+bool Graphic3d_ShaderManager::hasGlslBitwiseOps() const
+{
+  switch (myGapi)
+  {
+    case Aspect_GraphicsLibrary_OpenGL:
+    {
+      return IsGapiGreaterEqual (3, 0)
+          || myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_gpu_shader4];
+    }
+    case Aspect_GraphicsLibrary_OpenGLES:
+    {
+      return IsGapiGreaterEqual (3, 0);
+    }
+  }
+  return false;
+}
+
+// =======================================================================
+// function : defaultGlslVersion
+// purpose  :
+// =======================================================================
+int Graphic3d_ShaderManager::defaultGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
+                                                 const TCollection_AsciiString& theName,
+                                                 int theBits,
+                                                 bool theUsesDerivates) const
+{
+  int aBits = theBits;
+  const bool toUseDerivates = theUsesDerivates
+                          || (theBits & Graphic3d_ShaderFlags_StippleLine) != 0
+                          || (theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureNormal;
+  switch (myGapi)
+  {
+    case Aspect_GraphicsLibrary_OpenGL:
+    {
+      if (IsGapiGreaterEqual (3, 2))
+      {
+        theProgram->SetHeader ("#version 150");
+      }
+      else
+      {
+        // TangentSpaceNormal() function uses mat2x3 type
+        const bool toUseMat2x3 = (theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureNormal;
+        // gl_PointCoord has been added since GLSL 1.2
+        const bool toUsePointCoord = (theBits & Graphic3d_ShaderFlags_PointSprite) != 0;
+        if (toUseMat2x3 || toUsePointCoord)
+        {
+          if (IsGapiGreaterEqual (2, 1))
+          {
+            theProgram->SetHeader ("#version 120");
+          }
+        }
+        if ((theBits & Graphic3d_ShaderFlags_StippleLine) != 0
+         || theProgram->IsPBR())
+        {
+          if (IsGapiGreaterEqual (3, 0))
+          {
+            theProgram->SetHeader ("#version 130");
+          }
+          else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_gpu_shader4])
+          {
+            // GL_EXT_gpu_shader4 defines GLSL type "unsigned int", while core GLSL specs define type "uint"
+            theProgram->SetHeader ("#extension GL_EXT_gpu_shader4 : enable\n"
+                                   "#define uint unsigned int");
+          }
+        }
+      }
+      (void )toUseDerivates;
+      break;
+    }
+    case Aspect_GraphicsLibrary_OpenGLES:
+    {
+    #if defined(__EMSCRIPTEN__)
+      if (IsGapiGreaterEqual (3, 0))
+      {
+        // consider this is browser responsibility to provide working WebGL 2.0 implementation
+        // and black-list broken drivers (there is no OpenGL ES greater than 3.0)
+        theProgram->SetHeader ("#version 300 es");
+      }
+    #endif
+      // prefer "100 es" on OpenGL ES 3.0- devices (save the features unavailable before "300 es")
+      // and    "300 es" on OpenGL ES 3.1+ devices
+      if (IsGapiGreaterEqual (3, 1))
+      {
+        if ((theBits & Graphic3d_ShaderFlags_NeedsGeomShader) != 0)
+        {
+          theProgram->SetHeader (IsGapiGreaterEqual (3, 2) ? "#version 320 es" : "#version 310 es");
+        }
+        else
+        {
+          theProgram->SetHeader ("#version 300 es");
+        }
+      }
+      else
+      {
+        TCollection_AsciiString aGles2Extensions;
+        if (theProgram->IsPBR())
+        {
+          if (IsGapiGreaterEqual (3, 0))
+          {
+            theProgram->SetHeader ("#version 300 es");
+          }
+          else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_shader_texture_lod])
+          {
+            aGles2Extensions += "#extension GL_EXT_shader_texture_lod : enable\n"
+                                "#define textureCubeLod textureCubeLodEXT\n";
+          }
+        }
+        if ((theBits & Graphic3d_ShaderFlags_WriteOit) != 0
+         || (theBits & Graphic3d_ShaderFlags_OitDepthPeeling) != 0
+         || (theBits & Graphic3d_ShaderFlags_StippleLine) != 0)
+        {
+          if (IsGapiGreaterEqual (3, 0))
+          {
+            theProgram->SetHeader ("#version 300 es");
+          }
+          else
+          {
+            aBits = aBits & ~Graphic3d_ShaderFlags_WriteOit;
+            aBits = aBits & ~Graphic3d_ShaderFlags_OitDepthPeeling;
+            if (!myGlslExtensions[Graphic3d_GlslExtension_GL_OES_standard_derivatives])
+            {
+              aBits = aBits & ~Graphic3d_ShaderFlags_StippleLine;
+            }
+          }
+        }
+        if (toUseDerivates)
+        {
+          if (IsGapiGreaterEqual (3, 0))
+          {
+            theProgram->SetHeader ("#version 300 es");
+          }
+          else if (myGlslExtensions[Graphic3d_GlslExtension_GL_OES_standard_derivatives])
+          {
+            aGles2Extensions += "#extension GL_OES_standard_derivatives : enable\n";
+          }
+        }
+
+        if (!aGles2Extensions.IsEmpty())
+        {
+          theProgram->SetHeader (aGles2Extensions);
+        }
+      }
+      break;
+    }
+  }
+
+  // should fit Graphic3d_ShaderFlags_NB
+  char aBitsStr[64];
+  Sprintf (aBitsStr, "%04x", aBits);
+  theProgram->SetId (TCollection_AsciiString ("occt_") + theName + aBitsStr);
+  return aBits;
+}
+
+// =======================================================================
+// function : defaultOitGlslVersion
+// purpose  :
+// =======================================================================
+void Graphic3d_ShaderManager::defaultOitGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
+                                                     const TCollection_AsciiString& theName,
+                                                     bool theMsaa) const
+{
+  switch (myGapi)
+  {
+    case Aspect_GraphicsLibrary_OpenGL:
+    {
+      if (theMsaa)
+      {
+        if (IsGapiGreaterEqual (4, 0))
+        {
+          theProgram->SetHeader ("#version 400");
+        }
+      }
+      else
+      {
+        if (IsGapiGreaterEqual (3, 2))
+        {
+          theProgram->SetHeader ("#version 150");
+        }
+      }
+      break;
+    }
+    case Aspect_GraphicsLibrary_OpenGLES:
+    {
+      if (theMsaa)
+      {
+        if (IsGapiGreaterEqual (3, 2))
+        {
+          theProgram->SetHeader ("#version 320 es");
+        }
+        else if (IsGapiGreaterEqual (3, 0))
+        {
+          theProgram->SetHeader ("#version 300 es"); // with GL_OES_sample_variables extension
+        }
+      }
+      else
+      {
+        if (IsGapiGreaterEqual (3, 0))
+        {
+          theProgram->SetHeader ("#version 300 es");
+        }
+      }
+      break;
+    }
+  }
+  theProgram->SetId (TCollection_AsciiString ("occt_") + theName + (theMsaa ? "_msaa" : ""));
+}
+
+// =======================================================================
+// function : getStdProgramFont
+// purpose  :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramFont() const
+{
+  Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+  aUniforms   .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
+  aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+
+  TCollection_AsciiString aSrcVert = TCollection_AsciiString()
+    + EOL"void main()"
+      EOL"{"
+      EOL"  TexCoord = occTexCoord.st;"
+    + THE_VERT_gl_Position
+    + EOL"}";
+
+  TCollection_AsciiString
+    aSrcGetAlpha = myUseRedAlpha
+                 ? EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).r; }"
+                 : EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).a; }";
+
+  TCollection_AsciiString aSrcFrag =
+       aSrcGetAlpha
+     + EOL"void main()"
+       EOL"{"
+       EOL"  vec4 aColor = occColor;"
+       EOL"  aColor.a *= getAlpha();"
+       EOL"  if (aColor.a <= 0.285) discard;"
+       EOL"  occSetFragColor (aColor);"
+       EOL"}";
+
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+  defaultGlslVersion (aProgramSrc, "font", 0);
+  aProgramSrc->SetDefaultSampler (false);
+  aProgramSrc->SetNbLightsMax (0);
+  aProgramSrc->SetNbShadowMaps (0);
+  aProgramSrc->SetNbClipPlanesMax (0);
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts));
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+  return aProgramSrc;
+}
+
+// =======================================================================
+// function : getStdProgramFboBlit
+// purpose  :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramFboBlit (Standard_Integer theNbSamples,
+                                                                               Standard_Boolean theIsFallback_sRGB) const
+{
+  Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+  aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+
+  TCollection_AsciiString aSrcVert =
+      EOL"void main()"
+      EOL"{"
+      EOL"  TexCoord    = occVertex.zw;"
+      EOL"  gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
+      EOL"}";
+
+  TCollection_AsciiString aSrcFrag;
+  if (theNbSamples > 1)
+  {
+    if (myGapi == Aspect_GraphicsLibrary_OpenGLES)
+    {
+      aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("highp sampler2DMS uColorSampler", Graphic3d_TOS_FRAGMENT));
+      aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("highp sampler2DMS uDepthSampler", Graphic3d_TOS_FRAGMENT));
+    }
+    else
+    {
+      aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2DMS uColorSampler", Graphic3d_TOS_FRAGMENT));
+      aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2DMS uDepthSampler", Graphic3d_TOS_FRAGMENT));
+    }
+
+    aSrcFrag = TCollection_AsciiString()
+    + EOL"#define THE_NUM_SAMPLES " + theNbSamples
+    + (theIsFallback_sRGB ? EOL"#define THE_SHIFT_sRGB" : "")
+    + EOL"void main()"
+      EOL"{"
+      EOL"  ivec2 aSize  = textureSize (uColorSampler);"
+      EOL"  ivec2 anUV   = ivec2 (vec2 (aSize) * TexCoord);"
+      EOL"  gl_FragDepth = texelFetch (uDepthSampler, anUV, THE_NUM_SAMPLES / 2 - 1).r;"
+      EOL
+      EOL"  vec4 aColor = vec4 (0.0);"
+      EOL"  for (int aSample = 0; aSample < THE_NUM_SAMPLES; ++aSample)"
+      EOL"  {"
+      EOL"    vec4 aVal = texelFetch (uColorSampler, anUV, aSample);"
+      EOL"    aColor += aVal;"
+      EOL"  }"
+      EOL"  aColor /= float(THE_NUM_SAMPLES);"
+      EOL"#ifdef THE_SHIFT_sRGB"
+      EOL"  aColor.rgb = pow (aColor.rgb, vec3 (1.0 / 2.2));"
+      EOL"#endif"
+      EOL"  occSetFragColor (aColor);"
+      EOL"}";
+  }
+  else
+  {
+    aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uColorSampler", Graphic3d_TOS_FRAGMENT));
+    aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uDepthSampler", Graphic3d_TOS_FRAGMENT));
+    aSrcFrag = TCollection_AsciiString()
+    + (theIsFallback_sRGB ? EOL"#define THE_SHIFT_sRGB" : "")
+    + EOL"void main()"
+      EOL"{"
+      EOL"  gl_FragDepth = occTexture2D (uDepthSampler, TexCoord).r;"
+      EOL"  vec4  aColor = occTexture2D (uColorSampler, TexCoord);"
+      EOL"#ifdef THE_SHIFT_sRGB"
+      EOL"  aColor.rgb = pow (aColor.rgb, vec3 (1.0 / 2.2));"
+      EOL"#endif"
+      EOL"  occSetFragColor (aColor);"
+      EOL"}";
+  }
+
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+  switch (myGapi)
+  {
+    case Aspect_GraphicsLibrary_OpenGL:
+    {
+      if (IsGapiGreaterEqual (3, 2))
+      {
+        aProgramSrc->SetHeader ("#version 150");
+      }
+      break;
+    }
+    case Aspect_GraphicsLibrary_OpenGLES:
+    {
+      if (IsGapiGreaterEqual (3, 1))
+      {
+        // required for MSAA sampler
+        aProgramSrc->SetHeader ("#version 310 es");
+      }
+      else if (IsGapiGreaterEqual (3, 0))
+      {
+        aProgramSrc->SetHeader ("#version 300 es");
+      }
+      else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_frag_depth])
+      {
+        aProgramSrc->SetHeader ("#extension GL_EXT_frag_depth : enable"
+                                EOL"#define gl_FragDepth gl_FragDepthEXT");
+      }
+      else
+      {
+        // there is no way to draw into depth buffer
+        aSrcFrag =
+          EOL"void main()"
+          EOL"{"
+          EOL"  occSetFragColor (occTexture2D (uColorSampler, TexCoord));"
+          EOL"}";
+      }
+      break;
+    }
+  }
+
+  TCollection_AsciiString anId = "occt_blit";
+  if (theNbSamples > 1)
+  {
+    anId += TCollection_AsciiString ("_msaa") + theNbSamples;
+  }
+  if (theIsFallback_sRGB)
+  {
+    anId += "_gamma";
+  }
+  aProgramSrc->SetId (anId);
+  aProgramSrc->SetDefaultSampler (false);
+  aProgramSrc->SetNbLightsMax (0);
+  aProgramSrc->SetNbShadowMaps (0);
+  aProgramSrc->SetNbClipPlanesMax (0);
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts));
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+  return aProgramSrc;
+}
+
+// =======================================================================
+// function : getStdProgramOitCompositing
+// purpose  :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramOitCompositing (const Standard_Boolean theMsaa) const
+{
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+  TCollection_AsciiString aSrcVert, aSrcFrag;
+
+  Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+  aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+
+  aSrcVert =
+    EOL"void main()"
+    EOL"{"
+    EOL"  TexCoord    = occVertex.zw;"
+    EOL"  gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
+    EOL"}";
+
+  if (!theMsaa)
+  {
+    aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uAccumTexture",  Graphic3d_TOS_FRAGMENT));
+    aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uWeightTexture", Graphic3d_TOS_FRAGMENT));
+    aSrcFrag =
+      EOL"void main()"
+      EOL"{"
+      EOL"  vec4 aAccum   = occTexture2D (uAccumTexture,  TexCoord);"
+      EOL"  float aWeight = occTexture2D (uWeightTexture, TexCoord).r;"
+      EOL"  occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));"
+      EOL"}";
+  }
+  else
+  {
+    aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2DMS uAccumTexture",  Graphic3d_TOS_FRAGMENT));
+    aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2DMS uWeightTexture", Graphic3d_TOS_FRAGMENT));
+    aSrcFrag =
+      EOL"void main()"
+      EOL"{"
+      EOL"  ivec2 aTexel  = ivec2 (vec2 (textureSize (uAccumTexture)) * TexCoord);"
+      EOL"  vec4 aAccum   = texelFetch (uAccumTexture,  aTexel, gl_SampleID);"
+      EOL"  float aWeight = texelFetch (uWeightTexture, aTexel, gl_SampleID).r;"
+      EOL"  occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));"
+      EOL"}";
+  }
+  defaultOitGlslVersion (aProgramSrc, "weight_oit", theMsaa);
+
+  aProgramSrc->SetDefaultSampler (false);
+  aProgramSrc->SetNbLightsMax (0);
+  aProgramSrc->SetNbShadowMaps (0);
+  aProgramSrc->SetNbClipPlanesMax (0);
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts));
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+  return aProgramSrc;
+}
+
+// =======================================================================
+// function : getStdProgramOitDepthPeelingBlend
+// purpose  :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramOitDepthPeelingBlend (Standard_Boolean theMsaa) const
+{
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+  TCollection_AsciiString aSrcVert, aSrcFrag;
+
+  Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+  aSrcVert =
+    EOL"void main()"
+    EOL"{"
+    EOL"  gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
+    EOL"}";
+
+  aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable (theMsaa
+                                                       ? "sampler2DMS uDepthPeelingBackColor"
+                                                       :   "sampler2D uDepthPeelingBackColor", Graphic3d_TOS_FRAGMENT));
+  aSrcFrag = TCollection_AsciiString()
+  + EOL"void main()"
+    EOL"{"
+    EOL"  #define THE_SAMPLE_ID " + (theMsaa ? "gl_SampleID" : "0")
+  + EOL"  occFragColor = texelFetch (uDepthPeelingBackColor, ivec2 (gl_FragCoord.xy), THE_SAMPLE_ID);"
+    EOL"  if (occFragColor.a == 0.0) { discard; }"
+    EOL"}";
+
+  defaultOitGlslVersion (aProgramSrc, "oit_peeling_blend", theMsaa);
+  aProgramSrc->SetDefaultSampler (false);
+  aProgramSrc->SetNbLightsMax (0);
+  aProgramSrc->SetNbClipPlanesMax (0);
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts));
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+  return aProgramSrc;
+}
+
+// =======================================================================
+// function : getStdProgramOitDepthPeelingFlush
+// purpose  :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramOitDepthPeelingFlush (Standard_Boolean theMsaa) const
+{
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+  TCollection_AsciiString aSrcVert, aSrcFrag;
+
+  Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+  aSrcVert =
+    EOL"void main()"
+    EOL"{"
+    EOL"  gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
+    EOL"}";
+
+  aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable (theMsaa
+                                                       ? "sampler2DMS uDepthPeelingFrontColor"
+                                                       :   "sampler2D uDepthPeelingFrontColor", Graphic3d_TOS_FRAGMENT));
+  aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable (theMsaa
+                                                       ? "sampler2DMS uDepthPeelingBackColor"
+                                                       :   "sampler2D uDepthPeelingBackColor", Graphic3d_TOS_FRAGMENT));
+  aSrcFrag = TCollection_AsciiString()
+  + EOL"void main()"
+    EOL"{"
+    EOL"  #define THE_SAMPLE_ID " + (theMsaa ? "gl_SampleID" : "0")
+  + EOL"  ivec2 aFragCoord  = ivec2 (gl_FragCoord.xy);"
+    EOL"  vec4  aFrontColor = texelFetch (uDepthPeelingFrontColor, aFragCoord, THE_SAMPLE_ID);"
+    EOL"  vec4  aBackColor  = texelFetch (uDepthPeelingBackColor,  aFragCoord, THE_SAMPLE_ID);"
+    EOL"  float anAlphaMult = 1.0 - aFrontColor.a;"
+    EOL"  occFragColor = vec4 (aFrontColor.rgb + anAlphaMult * aBackColor.rgb, aFrontColor.a + aBackColor.a);"
+    EOL"}";
+
+  defaultOitGlslVersion (aProgramSrc, "oit_peeling_flush", theMsaa);
+  aProgramSrc->SetDefaultSampler (false);
+  aProgramSrc->SetNbLightsMax (0);
+  aProgramSrc->SetNbClipPlanesMax (0);
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts));
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+  return aProgramSrc;
+}
+
+// =======================================================================
+// function : pointSpriteAlphaSrc
+// purpose  :
+// =======================================================================
+TCollection_AsciiString Graphic3d_ShaderManager::pointSpriteAlphaSrc (Standard_Integer theBits) const
+{
+  const bool isAlpha = (theBits & Graphic3d_ShaderFlags_PointSpriteA) == Graphic3d_ShaderFlags_PointSpriteA;
+  return isAlpha && myUseRedAlpha
+       ? EOL"float getAlpha(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ").r; }"
+       : EOL"float getAlpha(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ").a; }";
+}
+
+// =======================================================================
+// function : pointSpriteShadingSrc
+// purpose  :
+// =======================================================================
+TCollection_AsciiString Graphic3d_ShaderManager::pointSpriteShadingSrc (const TCollection_AsciiString& theBaseColorSrc,
+                                                                        Standard_Integer theBits) const
+{
+  TCollection_AsciiString aSrcFragGetColor;
+  if ((theBits & Graphic3d_ShaderFlags_PointSpriteA) == Graphic3d_ShaderFlags_PointSpriteA)
+  {
+    aSrcFragGetColor = pointSpriteAlphaSrc (theBits) +
+      EOL"vec4 getColor(void)"
+      EOL"{"
+      EOL"  vec4 aColor = " + theBaseColorSrc + ";"
+      EOL"  aColor.a = getAlpha();"
+      EOL"  if (aColor.a <= 0.1) discard;"
+      EOL"  return aColor;"
+      EOL"}";
+  }
+  else if ((theBits & Graphic3d_ShaderFlags_PointSprite) == Graphic3d_ShaderFlags_PointSprite)
+  {
+    aSrcFragGetColor = TCollection_AsciiString() +
+      EOL"vec4 getColor(void)"
+      EOL"{"
+      EOL"  vec4 aColor = " + theBaseColorSrc + ";"
+      EOL"  aColor = occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ") * aColor;"
+      EOL"  if (aColor.a <= 0.1) discard;"
+      EOL"  return aColor;"
+      EOL"}";
+  }
+
+  return aSrcFragGetColor;
+}
+
+//! Prepare GLSL source for geometry shader according to parameters.
+static TCollection_AsciiString prepareGeomMainSrc (Graphic3d_ShaderObject::ShaderVariableList& theUnifoms,
+                                                   Graphic3d_ShaderObject::ShaderVariableList& theStageInOuts,
+                                                   Standard_Integer theBits)
+{
+  if ((theBits & Graphic3d_ShaderFlags_NeedsGeomShader) == 0)
+  {
+    return TCollection_AsciiString();
+  }
+
+  TCollection_AsciiString aSrcMainGeom =
+    EOL"void main()"
+    EOL"{";
+
+  if ((theBits & Graphic3d_ShaderFlags_MeshEdges) != 0)
+  {
+    theUnifoms.Append    (Graphic3d_ShaderObject::ShaderVariable ("vec4 occViewport",       Graphic3d_TOS_GEOMETRY));
+    theUnifoms.Append    (Graphic3d_ShaderObject::ShaderVariable ("bool occIsQuadMode",     Graphic3d_TOS_GEOMETRY));
+    theUnifoms.Append    (Graphic3d_ShaderObject::ShaderVariable ("float occLineWidth",     Graphic3d_TOS_GEOMETRY));
+    theUnifoms.Append    (Graphic3d_ShaderObject::ShaderVariable ("float occLineWidth",     Graphic3d_TOS_FRAGMENT));
+    theUnifoms.Append    (Graphic3d_ShaderObject::ShaderVariable ("float occLineFeather",   Graphic3d_TOS_FRAGMENT));
+    theUnifoms.Append    (Graphic3d_ShaderObject::ShaderVariable ("vec4 occWireframeColor", Graphic3d_TOS_FRAGMENT));
+    theStageInOuts.Append(Graphic3d_ShaderObject::ShaderVariable ("vec3 EdgeDistance",      Graphic3d_TOS_GEOMETRY | Graphic3d_TOS_FRAGMENT));
+
+    aSrcMainGeom = TCollection_AsciiString()
+    + EOL"vec3 ViewPortTransform (vec4 theVec)"
+      EOL"{"
+      EOL"  vec3 aWinCoord = theVec.xyz / theVec.w;"
+      EOL"  aWinCoord    = aWinCoord * 0.5 + 0.5;"
+      EOL"  aWinCoord.xy = aWinCoord.xy * occViewport.zw + occViewport.xy;"
+      EOL"  return aWinCoord;"
+      EOL"}"
+    + aSrcMainGeom
+    + EOL"  vec3 aSideA = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[1].gl_Position);"
+      EOL"  vec3 aSideB = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);"
+      EOL"  vec3 aSideC = ViewPortTransform (gl_in[1].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);"
+      EOL"  float aQuadArea = abs (aSideB.x * aSideC.y - aSideB.y * aSideC.x);"
+      EOL"  vec3 aLenABC    = vec3 (length (aSideA), length (aSideB), length (aSideC));"
+      EOL"  vec3 aHeightABC = vec3 (aQuadArea) / aLenABC;"
+      EOL"  aHeightABC = max (aHeightABC, vec3 (10.0 * occLineWidth));" // avoid shrunk presentation disappearing at distance
+      EOL"  float aQuadModeHeightC = occIsQuadMode ? occLineWidth + 1.0 : 0.0;";
+  }
+
+  for (Standard_Integer aVertIter = 0; aVertIter < 3; ++aVertIter)
+  {
+    const TCollection_AsciiString aVertIndex (aVertIter);
+    // pass variables from Vertex shader to Fragment shader through Geometry shader
+    for (Graphic3d_ShaderObject::ShaderVariableList::Iterator aVarListIter (theStageInOuts); aVarListIter.More(); aVarListIter.Next())
+    {
+      if (aVarListIter.Value().Stages == (Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT))
+      {
+        const TCollection_AsciiString aVarName = aVarListIter.Value().Name.Token (" ", 2);
+        if (aVarName.Value (aVarName.Length()) == ']')
+        {
+          // copy the whole array
+          const TCollection_AsciiString aVarName2 = aVarName.Token ("[", 1);
+          aSrcMainGeom += TCollection_AsciiString()
+            + EOL"  geomOut." + aVarName2 + " = geomIn[" + aVertIndex + "]." + aVarName2 + ";";
+        }
+        else
+        {
+          aSrcMainGeom += TCollection_AsciiString()
+           + EOL"  geomOut." + aVarName + " = geomIn[" + aVertIndex + "]." + aVarName + ";";
+         }
+      }
+    }
+
+    if ((theBits & Graphic3d_ShaderFlags_MeshEdges) != 0)
+    {
+      switch (aVertIter)
+      {
+        case 0: aSrcMainGeom += EOL"  EdgeDistance = vec3 (aHeightABC[0], 0.0, aQuadModeHeightC);"; break;
+        case 1: aSrcMainGeom += EOL"  EdgeDistance = vec3 (0.0, aHeightABC[1], aQuadModeHeightC);"; break;
+        case 2: aSrcMainGeom += EOL"  EdgeDistance = vec3 (0.0, 0.0, aHeightABC[2]);"; break;
+      }
+    }
+    aSrcMainGeom += TCollection_AsciiString()
+     + EOL"  gl_Position = gl_in[" + aVertIndex + "].gl_Position;"
+       EOL"  EmitVertex();";
+  }
+  aSrcMainGeom +=
+    EOL"  EndPrimitive();"
+    EOL"}";
+
+  return aSrcMainGeom;
+}
+
+// =======================================================================
+// function : getStdProgramUnlit
+// purpose  :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramUnlit (Standard_Integer theBits,
+                                                                             Standard_Boolean theIsOutline) const
+{
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+  TCollection_AsciiString aSrcVert, aSrcVertExtraMain, aSrcVertExtraFunc, aSrcGetAlpha, aSrcVertEndMain;
+  TCollection_AsciiString aSrcFrag, aSrcFragExtraMain;
+  TCollection_AsciiString aSrcFragGetColor     = EOL"vec4 getColor(void) { return occColor; }";
+  TCollection_AsciiString aSrcFragMainGetColor = EOL"  occSetFragColor (getFinalColor());";
+  Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+
+  if ((theBits & Graphic3d_ShaderFlags_IsPoint) != 0)
+  {
+    if (mySetPointSize)
+    {
+      aSrcVertExtraMain += EOL"  gl_PointSize = occPointSize;";
+    }
+
+    if ((theBits & Graphic3d_ShaderFlags_PointSprite) != 0)
+    {
+      aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
+      if ((theBits & Graphic3d_ShaderFlags_PointSpriteA) != Graphic3d_ShaderFlags_PointSpriteA)
+      {
+        aSrcFragGetColor =
+          EOL"vec4 getColor(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord "); }";
+      }
+      else if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0
+            && (theBits & Graphic3d_ShaderFlags_VertColor) == 0)
+      {
+        aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
+        aUniforms   .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
+        aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+        aSrcVertExtraMain +=
+          EOL"  VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
+        aSrcFragGetColor =
+          EOL"vec4 getColor(void) { return VertColor; }";
+      }
+
+      aSrcGetAlpha = pointSpriteAlphaSrc (theBits);
+      aSrcFragMainGetColor =
+        EOL"  vec4 aColor = getColor();"
+        EOL"  aColor.a = getAlpha();"
+        EOL"  if (aColor.a <= 0.1) discard;"
+        EOL"  occSetFragColor (aColor);";
+    }
+    else
+    {
+      if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0
+       && (theBits & Graphic3d_ShaderFlags_VertColor) == 0)
+      {
+        aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
+        aUniforms   .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
+        aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+        aSrcVertExtraMain +=
+          EOL"  VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
+        aSrcFragGetColor =
+          EOL"vec4 getColor(void) { return VertColor; }";
+      }
+
+      aSrcFragMainGetColor =
+        EOL"  vec4 aColor = getColor();"
+        EOL"  if (aColor.a <= 0.1) discard;"
+        EOL"  occSetFragColor (aColor);";
+    }
+  }
+  else
+  {
+    if ((theBits & Graphic3d_ShaderFlags_HasTextures) != 0)
+    {
+      aUniforms   .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
+      aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+
+      if ((theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureEnv)
+      {
+        aSrcVertExtraFunc = THE_FUNC_transformNormal_view;
+
+        aSrcVertExtraMain +=
+          EOL"  vec4 aPosition = occWorldViewMatrix * occModelWorldMatrix * occVertex;"
+          EOL"  vec3 aNormal   = transformNormal (occNormal);"
+          EOL"  vec3 aReflect  = reflect (normalize (aPosition.xyz), aNormal);"
+          EOL"  aReflect.z += 1.0;"
+          EOL"  TexCoord = vec4(aReflect.xy * inversesqrt (dot (aReflect, aReflect)) * 0.5 + vec2 (0.5), 0.0, 1.0);";
+
+        aSrcFragGetColor =
+          EOL"vec4 getColor(void) { return occTexture2D (occSamplerBaseColor, TexCoord.st); }";
+      }
+      else
+      {
+        aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
+        aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
+
+        aSrcFragGetColor =
+          EOL"vec4 getColor(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w); }";
+      }
+    }
+  }
+  if ((theBits & Graphic3d_ShaderFlags_VertColor) != 0)
+  {
+    aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+    aSrcVertExtraMain += EOL"  VertColor = occVertColor;";
+    aSrcFragGetColor  =  EOL"vec4 getColor(void) { return VertColor; }";
+  }
+
+  int aNbClipPlanes = 0;
+  if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) != 0)
+  {
+    aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+    aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 Position",      Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+    aSrcVertExtraMain +=
+      EOL"  PositionWorld = occModelWorldMatrix * occVertex;"
+      EOL"  Position      = occWorldViewMatrix * PositionWorld;";
+
+    if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) == Graphic3d_ShaderFlags_ClipPlanesN)
+    {
+      aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
+      aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
+                         ? THE_FRAG_CLIP_CHAINS_N
+                         : THE_FRAG_CLIP_PLANES_N;
+    }
+    else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes1) != 0)
+    {
+      aNbClipPlanes = 1;
+      aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
+    }
+    else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes2) != 0)
+    {
+      aNbClipPlanes = 2;
+      aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
+                         ? THE_FRAG_CLIP_CHAINS_2
+                         : THE_FRAG_CLIP_PLANES_2;
+    }
+  }
+  if ((theBits & Graphic3d_ShaderFlags_OitDepthPeeling) != 0)
+  {
+    aProgramSrc->SetNbFragmentOutputs (3);
+    aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
+  }
+  else if ((theBits & Graphic3d_ShaderFlags_WriteOit) != 0)
+  {
+    aProgramSrc->SetNbFragmentOutputs (2);
+    aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
+  }
+
+  if (theIsOutline)
+  {
+    aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occOrthoScale",          Graphic3d_TOS_VERTEX));
+    aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occSilhouetteThickness", Graphic3d_TOS_VERTEX));
+    aSrcVertEndMain = THE_VERT_gl_Position_OUTLINE;
+  }
+  else if ((theBits & Graphic3d_ShaderFlags_StippleLine) != 0)
+  {
+    const Standard_Integer aBits = defaultGlslVersion (aProgramSrc, "unlit", theBits);
+    if ((aBits & Graphic3d_ShaderFlags_StippleLine) != 0)
+    {
+      if (hasGlslBitwiseOps())
+      {
+        aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("int   occStipplePattern", Graphic3d_TOS_FRAGMENT));
+      }
+      else
+      {
+        aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("bool  occStipplePattern[16]", Graphic3d_TOS_FRAGMENT));
+      }
+      aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("float occStippleFactor",  Graphic3d_TOS_FRAGMENT));
+      aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 occViewport", Graphic3d_TOS_VERTEX));
+      aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 ScreenSpaceCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+      aSrcVertEndMain =
+        EOL"  vec2 aPosition   = gl_Position.xy / gl_Position.w;"
+        EOL"  aPosition        = aPosition * 0.5 + 0.5;"
+        EOL"  ScreenSpaceCoord = aPosition.xy * occViewport.zw + occViewport.xy;";
+      aSrcFragMainGetColor = TCollection_AsciiString()
+      + EOL"  vec2 anAxis = vec2 (0.0, 1.0);"
+        EOL"  if (abs (dFdx (ScreenSpaceCoord.x)) - abs (dFdy (ScreenSpaceCoord.y)) > 0.001)"
+        EOL"  {"
+        EOL"    anAxis = vec2 (1.0, 0.0);"
+        EOL"  }"
+        EOL"  float aRotatePoint = dot (gl_FragCoord.xy, anAxis);"
+      + (hasGlslBitwiseOps()
+       ? EOL"  uint aBit = uint (floor (aRotatePoint / occStippleFactor + 0.5)) & 15U;"
+         EOL"  if ((uint (occStipplePattern) & (1U << aBit)) == 0U) discard;"
+       : EOL"  int aBit = int (mod (floor (aRotatePoint / occStippleFactor + 0.5), 16.0));"
+         EOL"  if (!occStipplePattern[aBit]) discard;")
+      + EOL"  vec4 aColor = getFinalColor();"
+        EOL"  if (aColor.a <= 0.1) discard;"
+        EOL"  occSetFragColor (aColor);";
+    }
+    else
+    {
+      Message::SendWarning ("Warning: stipple lines in GLSL will be ignored");
+    }
+  }
+
+  aSrcVert =
+      aSrcVertExtraFunc
+    + EOL"void main()"
+      EOL"{"
+    + aSrcVertExtraMain
+    + THE_VERT_gl_Position
+    + aSrcVertEndMain
+    + EOL"}";
+
+  TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
+  aSrcFragGetColor += (theBits & Graphic3d_ShaderFlags_MeshEdges) != 0
+    ? THE_FRAG_WIREFRAME_COLOR
+    : EOL"#define getFinalColor getColor";
+
+  aSrcFrag =
+      aSrcFragGetColor
+    + aSrcGetAlpha
+    + EOL"void main()"
+      EOL"{"
+      EOL"  if (occFragEarlyReturn()) { return; }"
+    + aSrcFragExtraMain
+    + aSrcFragMainGetColor
+    + EOL"}";
+
+  defaultGlslVersion (aProgramSrc, theIsOutline ? "outline" : "unlit", theBits);
+  aProgramSrc->SetDefaultSampler (false);
+  aProgramSrc->SetNbLightsMax (0);
+  aProgramSrc->SetNbShadowMaps (0);
+  aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
+  aProgramSrc->SetAlphaTest ((theBits & Graphic3d_ShaderFlags_AlphaTest) != 0);
+  const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
+  return aProgramSrc;
+}
+
+// =======================================================================
+// function : stdComputeLighting
+// purpose  :
+// =======================================================================
+TCollection_AsciiString Graphic3d_ShaderManager::stdComputeLighting (Standard_Integer& theNbLights,
+                                                                     const Handle(Graphic3d_LightSet)& theLights,
+                                                                     Standard_Boolean  theHasVertColor,
+                                                                     Standard_Boolean  theIsPBR,
+                                                                     Standard_Boolean  theHasEmissive,
+                                                                     Standard_Integer  theNbShadowMaps) const
+{
+  TCollection_AsciiString aLightsFunc, aLightsLoop;
+  theNbLights = 0;
+  if (!theLights.IsNull())
+  {
+    theNbLights = theLights->NbEnabled();
+    if (theNbLights <= THE_NB_UNROLLED_LIGHTS_MAX)
+    {
+      Standard_Integer anIndex = 0;
+      if (theNbShadowMaps > 0)
+      {
+        for (Graphic3d_LightSet::Iterator aLightIter (theLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
+             aLightIter.More(); aLightIter.Next())
+        {
+          if (aLightIter.Value()->Type() == Graphic3d_TOLS_DIRECTIONAL
+           && aLightIter.Value()->ToCastShadows())
+          {
+            aLightsLoop = aLightsLoop + EOL"    occDirectionalLight (" + anIndex + ", theNormal, theView, theIsFront,"
+                                        EOL"                         occDirectionalLightShadow (occShadowMapSamplers[" + anIndex + "], " + anIndex + ", theNormal));";
+            ++anIndex;
+          }
+        }
+      }
+      for (Graphic3d_LightSet::Iterator aLightIter (theLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
+           aLightIter.More(); aLightIter.Next())
+      {
+        switch (aLightIter.Value()->Type())
+        {
+          case Graphic3d_TOLS_AMBIENT:
+          {
+            break; // skip ambient
+          }
+          case Graphic3d_TOLS_DIRECTIONAL:
+          {
+            if (theNbShadowMaps > 0
+             && aLightIter.Value()->ToCastShadows())
+            {
+              break;
+            }
+            aLightsLoop = aLightsLoop + EOL"    occDirectionalLight (" + anIndex + ", theNormal, theView, theIsFront, 1.0);";
+            ++anIndex;
+            break;
+          }
+          case Graphic3d_TOLS_POSITIONAL:
+          {
+            aLightsLoop = aLightsLoop + EOL"    occPointLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
+            ++anIndex;
+            break;
+          }
+          case Graphic3d_TOLS_SPOT:
+          {
+            aLightsLoop = aLightsLoop + EOL"    occSpotLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
+            ++anIndex;
+            break;
+          }
+        }
+      }
+    }
+    else
+    {
+      theNbLights = roundUpMaxLightSources (theNbLights);
+      bool isFirstInLoop = true;
+      aLightsLoop = aLightsLoop +
+        EOL"    for (int anIndex = 0; anIndex < occLightSourcesCount; ++anIndex)"
+        EOL"    {"
+        EOL"      int aType = occLight_Type (anIndex);";
+      if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) > 0)
+      {
+        isFirstInLoop = false;
+        aLightsLoop +=
+          EOL"      if (aType == OccLightType_Direct)"
+          EOL"      {"
+          EOL"        occDirectionalLight (anIndex, theNormal, theView, theIsFront, 1.0);"
+          EOL"      }";
+      }
+      if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_POSITIONAL) > 0)
+      {
+        if (!isFirstInLoop)
+        {
+          aLightsLoop += EOL"      else ";
+        }
+        isFirstInLoop = false;
+        aLightsLoop +=
+          EOL"      if (aType == OccLightType_Point)"
+          EOL"      {"
+          EOL"        occPointLight (anIndex, theNormal, theView, aPoint, theIsFront);"
+          EOL"      }";
+      }
+      if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_SPOT) > 0)
+      {
+        if (!isFirstInLoop)
+        {
+          aLightsLoop += EOL"      else ";
+        }
+        isFirstInLoop = false;
+        aLightsLoop +=
+          EOL"      if (aType == OccLightType_Spot)"
+          EOL"      {"
+          EOL"        occSpotLight (anIndex, theNormal, theView, aPoint, theIsFront);"
+          EOL"      }";
+      }
+      aLightsLoop += EOL"    }";
+    }
+
+    if (theIsPBR)
+    {
+      aLightsFunc += Shaders_PBRDistribution_glsl;
+      aLightsFunc += Shaders_PBRGeometry_glsl;
+      aLightsFunc += Shaders_PBRFresnel_glsl;
+      aLightsFunc += Shaders_PBRCookTorrance_glsl;
+      aLightsFunc += Shaders_PBRIllumination_glsl;
+    }
+
+    if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) == 1
+     && theNbLights == 1
+     && !theIsPBR
+     && theNbShadowMaps == 0)
+    {
+      // use the version with hard-coded first index
+      aLightsLoop = EOL"    directionalLightFirst(theNormal, theView, theIsFront, 1.0);";
+      aLightsFunc += THE_FUNC_directionalLightFirst;
+    }
+    else if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) > 0)
+    {
+      if (theNbShadowMaps > 0)
+      {
+        aLightsFunc += Shaders_DirectionalLightShadow_glsl;
+      }
+      aLightsFunc += theIsPBR ? Shaders_PBRDirectionalLight_glsl : Shaders_PhongDirectionalLight_glsl;
+    }
+    if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_POSITIONAL) > 0)
+    {
+      aLightsFunc += theIsPBR ? Shaders_PBRPointLight_glsl : Shaders_PhongPointLight_glsl;
+    }
+    if (theLights->NbEnabledLightsOfType (Graphic3d_TOLS_SPOT) > 0)
+    {
+      aLightsFunc += theIsPBR ? Shaders_PBRSpotLight_glsl : Shaders_PhongSpotLight_glsl;
+    }
+  }
+
+  TCollection_AsciiString aGetMatAmbient = "theIsFront ? occFrontMaterial_Ambient()  : occBackMaterial_Ambient();";
+  TCollection_AsciiString aGetMatDiffuse = "theIsFront ? occFrontMaterial_Diffuse()  : occBackMaterial_Diffuse();";
+  if (theHasVertColor)
+  {
+    aGetMatAmbient = "getVertColor();";
+    aGetMatDiffuse = "getVertColor();";
+  }
+
+  if (!theIsPBR)
+  {
+    return TCollection_AsciiString()
+    + THE_FUNC_lightDef
+    + Shaders_PointLightAttenuation_glsl
+    + aLightsFunc
+    + EOL
+      EOL"vec4 computeLighting (in vec3 theNormal,"
+      EOL"                      in vec3 theView,"
+      EOL"                      in vec4 thePoint,"
+      EOL"                      in bool theIsFront)"
+      EOL"{"
+      EOL"  Ambient  = occLightAmbient.rgb;"
+      EOL"  Diffuse  = vec3 (0.0);"
+      EOL"  Specular = vec3 (0.0);"
+      EOL"  vec3 aPoint = thePoint.xyz / thePoint.w;"
+    + aLightsLoop
+    + EOL"  vec4 aMatAmbient  = " + aGetMatAmbient
+    + EOL"  vec4 aMatDiffuse  = " + aGetMatDiffuse
+    + EOL"  vec4 aMatSpecular = theIsFront ? occFrontMaterial_Specular() : occBackMaterial_Specular();"
+      EOL"  vec3 aColor = Ambient * aMatAmbient.rgb + Diffuse * aMatDiffuse.rgb + Specular * aMatSpecular.rgb;"
+      EOL"  occTextureOcclusion(aColor, TexCoord.st);"
+    + (theHasEmissive
+    ? EOL"  vec4 aMatEmission = theIsFront ? occFrontMaterial_Emission() : occBackMaterial_Emission();"
+      EOL"  aColor += aMatEmission.rgb;" : "")
+    + EOL"  return vec4 (aColor, aMatDiffuse.a);"
+      EOL"}";
+  }
+  else
+  {
+    return TCollection_AsciiString()
+    + THE_FUNC_PBR_lightDef
+    + Shaders_PointLightAttenuation_glsl
+    + aLightsFunc
+    + EOL
+      EOL"vec4 computeLighting (in vec3 theNormal,"
+      EOL"                      in vec3 theView,"
+      EOL"                      in vec4 thePoint,"
+      EOL"                      in bool theIsFront)"
+      EOL"{"
+      EOL"  DirectLighting = vec3(0.0);"
+      EOL"  BaseColor = " + (theHasVertColor ? "getVertColor();" : "occTextureColor(occPBRMaterial_Color (theIsFront), TexCoord.st / TexCoord.w);")
+    + EOL"  Emission            = occTextureEmissive(occPBRMaterial_Emission (theIsFront), TexCoord.st / TexCoord.w);"
+      EOL"  Metallic            = occTextureMetallic(occPBRMaterial_Metallic (theIsFront), TexCoord.st / TexCoord.w);"
+      EOL"  NormalizedRoughness = occTextureRoughness(occPBRMaterial_NormalizedRoughness (theIsFront), TexCoord.st / TexCoord.w);"
+      EOL"  Roughness = occRoughness (NormalizedRoughness);"
+      EOL"  IOR       = occPBRMaterial_IOR (theIsFront);"
+      EOL"  vec3 aPoint = thePoint.xyz / thePoint.w;"
+    + aLightsLoop
+    + EOL"  vec3 aColor = DirectLighting;"
+      EOL"  vec3 anIndirectLightingSpec = occPBRFresnel (BaseColor.rgb, Metallic, IOR);"
+      EOL"  vec2 aCoeff = occTexture2D (occEnvLUT, vec2(abs(dot(theView, theNormal)), NormalizedRoughness)).xy;"
+      EOL"  anIndirectLightingSpec *= aCoeff.x;"
+      EOL"  anIndirectLightingSpec += aCoeff.y;"
+      EOL"  anIndirectLightingSpec *= occTextureCubeLod (occSpecIBLMap, -reflect (theView, theNormal), NormalizedRoughness * float (occNbSpecIBLLevels - 1)).rgb;"
+      EOL"  vec3 aRefractionCoeff = 1.0 - occPBRFresnel (BaseColor.rgb, Metallic, NormalizedRoughness, IOR, abs(dot(theView, theNormal)));"
+      EOL"  aRefractionCoeff *= (1.0 - Metallic);"
+      EOL"  vec3 anIndirectLightingDiff = aRefractionCoeff * BaseColor.rgb * BaseColor.a;"
+      EOL"  anIndirectLightingDiff *= occDiffIBLMap (theNormal).rgb;"
+      EOL"  aColor += occLightAmbient.rgb * (anIndirectLightingDiff + anIndirectLightingSpec);"
+      EOL"  aColor += Emission;"
+      EOL"  occTextureOcclusion(aColor, TexCoord.st / TexCoord.w);"
+      EOL"  return vec4 (aColor, mix(1.0, BaseColor.a, aRefractionCoeff.x));"
+      EOL"}";
+  }
+}
+
+// =======================================================================
+// function : getStdProgramGouraud
+// purpose  :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramGouraud (const Handle(Graphic3d_LightSet)& theLights,
+                                                                               Standard_Integer theBits) const
+{
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+  TCollection_AsciiString aSrcVert, aSrcVertColor, aSrcVertExtraMain;
+  TCollection_AsciiString aSrcFrag, aSrcFragExtraMain;
+  TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return gl_FrontFacing ? FrontColor : BackColor; }";
+  Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+
+  if ((theBits & Graphic3d_ShaderFlags_IsPoint) != 0)
+  {
+    if (mySetPointSize)
+    {
+      aSrcVertExtraMain += EOL"  gl_PointSize = occPointSize;";
+    }
+
+    if ((theBits & Graphic3d_ShaderFlags_PointSprite) != 0)
+    {
+      aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
+      aSrcFragGetColor = pointSpriteShadingSrc ("gl_FrontFacing ? FrontColor : BackColor", theBits);
+    }
+
+    if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0
+     && (theBits & Graphic3d_ShaderFlags_VertColor) == 0)
+    {
+      aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
+      aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
+      aSrcVertColor = EOL"vec4 getVertColor(void) { return occTexture2D (occSamplerBaseColor, occTexCoord.xy); }";
+    }
+  }
+  else
+  {
+    if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0)
+    {
+      aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
+      aUniforms   .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
+      aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+      aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
+
+      aSrcFragGetColor =
+        EOL"vec4 getColor(void)"
+        EOL"{"
+        EOL"  vec4 aColor = gl_FrontFacing ? FrontColor : BackColor;"
+        EOL"  return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w) * aColor;"
+        EOL"}";
+    }
+  }
+
+  if ((theBits & Graphic3d_ShaderFlags_VertColor) != 0)
+  {
+    aSrcVertColor = EOL"vec4 getVertColor(void) { return occVertColor; }";
+  }
+
+  int aNbClipPlanes = 0;
+  if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) != 0)
+  {
+    aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+    aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 Position",      Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+    aSrcVertExtraMain +=
+      EOL"  PositionWorld = aPositionWorld;"
+      EOL"  Position      = aPosition;";
+
+    if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) == Graphic3d_ShaderFlags_ClipPlanesN)
+    {
+      aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
+      aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
+                         ? THE_FRAG_CLIP_CHAINS_N
+                         : THE_FRAG_CLIP_PLANES_N;
+    }
+    else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes1) != 0)
+    {
+      aNbClipPlanes = 1;
+      aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
+    }
+    else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes2) != 0)
+    {
+      aNbClipPlanes = 2;
+      aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
+                          ? THE_FRAG_CLIP_CHAINS_2
+                          : THE_FRAG_CLIP_PLANES_2;
+    }
+  }
+  if ((theBits & Graphic3d_ShaderFlags_OitDepthPeeling) != 0)
+  {
+    aProgramSrc->SetNbFragmentOutputs (3);
+    aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
+  }
+  else if ((theBits & Graphic3d_ShaderFlags_WriteOit) != 0)
+  {
+    aProgramSrc->SetNbFragmentOutputs (2);
+    aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
+  }
+
+  aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 FrontColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+  aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 BackColor",  Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+
+  Standard_Integer aNbLights = 0;
+  const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, theLights, !aSrcVertColor.IsEmpty(), false, true, 0);
+  aSrcVert = TCollection_AsciiString()
+    + THE_FUNC_transformNormal_view
+    + EOL
+    + aSrcVertColor
+    + aLights
+    + EOL"void main()"
+      EOL"{"
+      EOL"  vec4 aPositionWorld = occModelWorldMatrix * occVertex;"
+      EOL"  vec4 aPosition      = occWorldViewMatrix * aPositionWorld;"
+      EOL"  vec3 aNormal        = transformNormal (occNormal);"
+      EOL"  vec3 aView          = vec3 (0.0, 0.0, 1.0);"
+      EOL"  FrontColor  = computeLighting (aNormal, aView, aPosition, true);"
+      EOL"  BackColor   = computeLighting (aNormal, aView, aPosition, false);"
+    + aSrcVertExtraMain
+    + THE_VERT_gl_Position
+    + EOL"}";
+
+  TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
+  aSrcFragGetColor += (theBits & Graphic3d_ShaderFlags_MeshEdges) != 0
+    ? THE_FRAG_WIREFRAME_COLOR
+    : EOL"#define getFinalColor getColor";
+
+  aSrcFrag = TCollection_AsciiString()
+    + aSrcFragGetColor
+    + EOL"void main()"
+      EOL"{"
+      EOL"  if (occFragEarlyReturn()) { return; }"
+    + aSrcFragExtraMain
+    + EOL"  occSetFragColor (getFinalColor());"
+    + EOL"}";
+
+  const TCollection_AsciiString aProgId = TCollection_AsciiString ("gouraud-") + genLightKey (theLights, false) + "-";
+  defaultGlslVersion (aProgramSrc, aProgId, theBits);
+  aProgramSrc->SetDefaultSampler (false);
+  aProgramSrc->SetNbLightsMax (aNbLights);
+  aProgramSrc->SetNbShadowMaps (0);
+  aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
+  aProgramSrc->SetAlphaTest ((theBits & Graphic3d_ShaderFlags_AlphaTest) != 0);
+  const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
+  return aProgramSrc;
+}
+
+// =======================================================================
+// function : getStdProgramPhong
+// purpose  :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramPhong (const Handle(Graphic3d_LightSet)& theLights,
+                                                                             const Standard_Integer theBits,
+                                                                             const Standard_Boolean theIsFlatNormal,
+                                                                             const Standard_Boolean theIsPBR,
+                                                                             const Standard_Integer theNbShadowMaps) const
+{
+  TCollection_AsciiString aPosition = theIsPBR ? "PositionWorld" : "Position";
+  TCollection_AsciiString aPhongCompLight = TCollection_AsciiString() +
+    "computeLighting (normalize (Normal), normalize (View), " + aPosition + ", gl_FrontFacing)";
+  const bool isFlatNormal = theIsFlatNormal && myHasFlatShading;
+  const char* aDFdxSignReversion = myToReverseDFdxSign ? "-" : "";
+  if (isFlatNormal != theIsFlatNormal)
+  {
+    Message::SendWarning ("Warning: flat shading requires OpenGL ES 3.0+ or GL_OES_standard_derivatives extension");
+  }
+  else if (isFlatNormal && myToReverseDFdxSign)
+  {
+    Message::SendWarning ("Warning: applied workaround for GLSL flat shading normal computation using dFdx/dFdy on Adreno");
+  }
+
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+  aProgramSrc->SetPBR (theIsPBR);
+
+  TCollection_AsciiString aSrcVert, aSrcVertExtraFunc, aSrcVertExtraMain;
+  TCollection_AsciiString aSrcFrag, aSrcFragGetVertColor, aSrcFragExtraMain;
+  TCollection_AsciiString aSrcFragGetColor = TCollection_AsciiString() + EOL"vec4 getColor(void) { return " + aPhongCompLight +  "; }";
+  Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+  if ((theBits & Graphic3d_ShaderFlags_IsPoint) != 0)
+  {
+    if (mySetPointSize)
+    {
+      aSrcVertExtraMain += EOL"  gl_PointSize = occPointSize;";
+    }
+
+    if ((theBits & Graphic3d_ShaderFlags_PointSprite) != 0)
+    {
+      aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
+      aSrcFragGetColor = pointSpriteShadingSrc (aPhongCompLight, theBits);
+    }
+
+    if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0
+     && (theBits & Graphic3d_ShaderFlags_VertColor) == 0)
+    {
+      aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
+      aUniforms   .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
+      aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+
+      aSrcVertExtraMain   += EOL"  VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
+      aSrcFragGetVertColor = EOL"vec4 getVertColor(void) { return VertColor; }";
+    }
+  }
+  else
+  {
+    if ((theBits & Graphic3d_ShaderFlags_TextureRGB) != 0)
+    {
+      aUniforms   .Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
+      aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+      aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
+
+      Standard_Integer aTextureBits = Graphic3d_TextureSetBits_BaseColor | Graphic3d_TextureSetBits_Occlusion | Graphic3d_TextureSetBits_Emissive;
+      if (!theIsPBR)
+      {
+        aSrcFragGetColor = TCollection_AsciiString() +
+          EOL"vec4 getColor(void)"
+          EOL"{"
+          EOL"  vec2 aTexUV = TexCoord.st / TexCoord.w;"
+          EOL"  vec4 aColor = " + aPhongCompLight + ";"
+          EOL"  aColor *= occTexture2D(occSamplerBaseColor, aTexUV);"
+          EOL"  vec3 anEmission = occTextureEmissive((gl_FrontFacing ? occFrontMaterial_Emission() : occBackMaterial_Emission()).rgb, aTexUV);"
+          EOL"  aColor.rgb += anEmission;"
+          EOL"  return aColor;"
+          EOL"}";
+      }
+      else
+      {
+        aTextureBits |= Graphic3d_TextureSetBits_MetallicRoughness;
+      }
+      if ((theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureNormal
+       && !isFlatNormal)
+      {
+        if (myHasFlatShading)
+        {
+          aTextureBits |= Graphic3d_TextureSetBits_Normal;
+        }
+        else
+        {
+          Message::SendWarning ("Warning: ignoring Normal Map texture in GLSL due to hardware capabilities");
+        }
+      }
+      aProgramSrc->SetTextureSetBits (aTextureBits);
+    }
+  }
+
+  if ((theBits & Graphic3d_ShaderFlags_VertColor) != 0)
+  {
+    aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+    aSrcVertExtraMain   += EOL"  VertColor = occVertColor;";
+    aSrcFragGetVertColor = EOL"vec4 getVertColor(void) { return VertColor; }";
+  }
+
+  int aNbClipPlanes = 0;
+  if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) != 0)
+  {
+    if ((theBits & Graphic3d_ShaderFlags_ClipPlanesN) == Graphic3d_ShaderFlags_ClipPlanesN)
+    {
+      aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
+      aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
+                         ? THE_FRAG_CLIP_CHAINS_N
+                         : THE_FRAG_CLIP_PLANES_N;
+    }
+    else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes1) != 0)
+    {
+      aNbClipPlanes = 1;
+      aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
+    }
+    else if ((theBits & Graphic3d_ShaderFlags_ClipPlanes2) != 0)
+    {
+      aNbClipPlanes = 2;
+      aSrcFragExtraMain += (theBits & Graphic3d_ShaderFlags_ClipChains) != 0
+                         ? THE_FRAG_CLIP_CHAINS_2
+                         : THE_FRAG_CLIP_PLANES_2;
+    }
+  }
+  if ((theBits & Graphic3d_ShaderFlags_OitDepthPeeling) != 0)
+  {
+    aProgramSrc->SetNbFragmentOutputs (3);
+    aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
+  }
+  else if ((theBits & Graphic3d_ShaderFlags_WriteOit) != 0)
+  {
+    aProgramSrc->SetNbFragmentOutputs (2);
+    aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
+  }
+
+  if (isFlatNormal)
+  {
+    aSrcFragExtraMain += TCollection_AsciiString()
+      + EOL"  Normal = " + aDFdxSignReversion + "normalize (cross (dFdx (" + aPosition + ".xyz / " + aPosition + ".w), dFdy (" + aPosition + ".xyz / " + aPosition + ".w)));"
+        EOL"  if (!gl_FrontFacing) { Normal = -Normal; }";
+  }
+  else
+  {
+    aStageInOuts.Append(Graphic3d_ShaderObject::ShaderVariable("vec3 vNormal", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+    aSrcVertExtraFunc += THE_FUNC_transformNormal_world;
+    aSrcVertExtraMain += EOL"  vNormal = transformNormal (occNormal);";
+    aSrcFragExtraMain += EOL"  Normal = vNormal;";
+
+    if ((theBits & Graphic3d_ShaderFlags_IsPoint) == 0
+     && (theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureNormal
+     && myHasFlatShading)
+    {
+      aSrcFrag += Shaders_TangentSpaceNormal_glsl;
+      // apply normal map texture
+      aSrcFragExtraMain +=
+        EOL"#if defined(THE_HAS_TEXTURE_NORMAL)"
+        EOL"  vec2 aTexCoord = TexCoord.st / TexCoord.w;"
+        EOL"  vec4 aMapNormalValue = occTextureNormal(aTexCoord);"
+        EOL"  if (aMapNormalValue.w > 0.5)"
+        EOL"  {"
+        EOL"    mat2 aDeltaUVMatrix = mat2 (dFdx(aTexCoord), dFdy(aTexCoord));"
+        EOL"    mat2x3 aDeltaVectorMatrix = mat2x3 (dFdx (PositionWorld.xyz), dFdy (PositionWorld.xyz));"
+        EOL"    Normal = TangentSpaceNormal (aDeltaUVMatrix, aDeltaVectorMatrix, aMapNormalValue.xyz, Normal, !gl_FrontFacing);"
+        EOL"  }"
+        EOL"#endif";
+    }
+    if (!theIsPBR)
+    {
+      aSrcFragExtraMain +=
+        EOL"  Normal = normalize ((occWorldViewMatrixInverseTranspose * vec4 (Normal, 0.0)).xyz);";
+    }
+  }
+
+  aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+  aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 Position",      Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+  aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec3 View",          Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+  if (theNbShadowMaps > 0)
+  {
+    aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("mat4      occShadowMapMatrices[THE_NB_SHADOWMAPS]", Graphic3d_TOS_VERTEX));
+    aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D occShadowMapSamplers[THE_NB_SHADOWMAPS]", Graphic3d_TOS_FRAGMENT));
+    aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2      occShadowMapSizeBias",                    Graphic3d_TOS_FRAGMENT));
+
+    aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec4 PosLightSpace[THE_NB_SHADOWMAPS]", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+    aSrcVertExtraMain +=
+      EOL"  for (int aShadowIter = 0; aShadowIter < THE_NB_SHADOWMAPS; ++aShadowIter)"
+      EOL"  {"
+      EOL"    PosLightSpace[aShadowIter] = occShadowMapMatrices[aShadowIter] * PositionWorld;"
+      EOL"  }";
+  }
+
+  aSrcVert = TCollection_AsciiString()
+    + aSrcVertExtraFunc
+    + EOL"void main()"
+      EOL"{"
+      EOL"  PositionWorld = occModelWorldMatrix * occVertex;"
+      EOL"  Position      = occWorldViewMatrix * PositionWorld;"
+      EOL"  if (occProjectionMatrix[3][3] == 1.0)"
+      EOL"  {"
+      EOL"    View = vec3(0.0, 0.0, 1.0);"
+      EOL"  }"
+      EOL"  else"
+      EOL"  {"
+      EOL"    View = -Position.xyz;"
+      EOL"  }"
+    + (theIsPBR ? EOL"  View = (occWorldViewMatrixInverse * vec4(View, 0.0)).xyz;" : "")
+    + aSrcVertExtraMain
+    + THE_VERT_gl_Position
+    + EOL"}";
+
+  TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
+  aSrcFragGetColor += (theBits & Graphic3d_ShaderFlags_MeshEdges) != 0
+    ? THE_FRAG_WIREFRAME_COLOR
+    : EOL"#define getFinalColor getColor";
+
+  Standard_Integer aNbLights = 0;
+  const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, theLights, !aSrcFragGetVertColor.IsEmpty(), theIsPBR,
+                                                              (theBits & Graphic3d_ShaderFlags_TextureRGB) == 0
+                                                           || (theBits & Graphic3d_ShaderFlags_IsPoint) != 0,
+                                                              theNbShadowMaps);
+  aSrcFrag += TCollection_AsciiString()
+    + EOL
+    + aSrcFragGetVertColor
+    + EOL"vec3  Normal;"
+    + aLights
+    + aSrcFragGetColor
+    + EOL
+      EOL"void main()"
+      EOL"{"
+      EOL"  if (occFragEarlyReturn()) { return; }"
+    + aSrcFragExtraMain
+    + EOL"  occSetFragColor (getFinalColor());"
+    + EOL"}";
+
+  const TCollection_AsciiString aProgId = TCollection_AsciiString (theIsFlatNormal ? "flat-" : "phong-") + (theIsPBR ? "pbr-" : "")
+                                        + genLightKey (theLights, theNbShadowMaps > 0) + "-";
+  defaultGlslVersion (aProgramSrc, aProgId, theBits, isFlatNormal);
+  aProgramSrc->SetDefaultSampler (false);
+  aProgramSrc->SetNbLightsMax (aNbLights);
+  aProgramSrc->SetNbShadowMaps (theNbShadowMaps);
+  aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
+  aProgramSrc->SetAlphaTest ((theBits & Graphic3d_ShaderFlags_AlphaTest) != 0);
+
+  const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
+  return aProgramSrc;
+}
+
+// =======================================================================
+// function : getStdProgramStereo
+// purpose  :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramStereo (Graphic3d_StereoMode theStereoMode) const
+{
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+  Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+
+  aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+  TCollection_AsciiString aSrcVert =
+      EOL"void main()"
+      EOL"{"
+      EOL"  TexCoord    = occVertex.zw;"
+      EOL"  gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
+      EOL"}";
+
+  TCollection_AsciiString aSrcFrag;
+  aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uLeftSampler",  Graphic3d_TOS_FRAGMENT));
+  aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("sampler2D uRightSampler", Graphic3d_TOS_FRAGMENT));
+  const char* aName = "stereo";
+  switch (theStereoMode)
+  {
+    case Graphic3d_StereoMode_Anaglyph:
+    {
+      aName = "anaglyph";
+      aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("mat4 uMultL", Graphic3d_TOS_FRAGMENT));
+      aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("mat4 uMultR", Graphic3d_TOS_FRAGMENT));
+      const TCollection_AsciiString aNormalize = mySRgbState
+                                               ? EOL"#define sRgb2linear(theColor) theColor"
+                                                 EOL"#define linear2sRgb(theColor) theColor"
+                                               : EOL"#define sRgb2linear(theColor) pow(theColor, vec4(2.2, 2.2, 2.2, 1.0))"
+                                                 EOL"#define linear2sRgb(theColor) pow(theColor, 1.0 / vec4(2.2, 2.2, 2.2, 1.0))";
+      aSrcFrag = aNormalize
+      + EOL"void main()"
+        EOL"{"
+        EOL"  vec4 aColorL = occTexture2D (uLeftSampler,  TexCoord);"
+        EOL"  vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
+        EOL"  aColorL = sRgb2linear (aColorL);"
+        EOL"  aColorR = sRgb2linear (aColorR);"
+        EOL"  vec4 aColor = uMultR * aColorR + uMultL * aColorL;"
+        EOL"  occSetFragColor (linear2sRgb (aColor));"
+        EOL"}";
+      break;
+    }
+    case Graphic3d_StereoMode_RowInterlaced:
+    {
+      aName = "row-interlaced";
+      aSrcFrag =
+          EOL"void main()"
+          EOL"{"
+          EOL"  vec4 aColorL = occTexture2D (uLeftSampler,  TexCoord);"
+          EOL"  vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
+          EOL"  if (int (mod (gl_FragCoord.y - 1023.5, 2.0)) != 1)"
+          EOL"  {"
+          EOL"    occSetFragColor (aColorL);"
+          EOL"  }"
+          EOL"  else"
+          EOL"  {"
+          EOL"    occSetFragColor (aColorR);"
+          EOL"  }"
+          EOL"}";
+      break;
+    }
+    case Graphic3d_StereoMode_ColumnInterlaced:
+    {
+      aName = "column-interlaced";
+      aSrcFrag =
+          EOL"void main()"
+          EOL"{"
+          EOL"  vec4 aColorL = occTexture2D (uLeftSampler,  TexCoord);"
+          EOL"  vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
+          EOL"  if (int (mod (gl_FragCoord.x - 1023.5, 2.0)) == 1)"
+          EOL"  {"
+          EOL"    occSetFragColor (aColorL);"
+          EOL"  }"
+          EOL"  else"
+          EOL"  {"
+          EOL"    occSetFragColor (aColorR);"
+          EOL"  }"
+          EOL"}";
+      break;
+    }
+    case Graphic3d_StereoMode_ChessBoard:
+    {
+      aName = "chessboard";
+      aSrcFrag =
+          EOL"void main()"
+          EOL"{"
+          EOL"  vec4 aColorL = occTexture2D (uLeftSampler,  TexCoord);"
+          EOL"  vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
+          EOL"  bool isEvenX = int(mod(floor(gl_FragCoord.x - 1023.5), 2.0)) != 1;"
+          EOL"  bool isEvenY = int(mod(floor(gl_FragCoord.y - 1023.5), 2.0)) == 1;"
+          EOL"  if ((isEvenX && isEvenY) || (!isEvenX && !isEvenY))"
+          EOL"  {"
+          EOL"    occSetFragColor (aColorL);"
+          EOL"  }"
+          EOL"  else"
+          EOL"  {"
+          EOL"    occSetFragColor (aColorR);"
+          EOL"  }"
+          EOL"}";
+      break;
+    }
+    case Graphic3d_StereoMode_SideBySide:
+    {
+      aName = "sidebyside";
+      aSrcFrag =
+          EOL"void main()"
+          EOL"{"
+          EOL"  vec2 aTexCoord = vec2 (TexCoord.x * 2.0, TexCoord.y);"
+          EOL"  if (TexCoord.x > 0.5)"
+          EOL"  {"
+          EOL"    aTexCoord.x -= 1.0;"
+          EOL"  }"
+          EOL"  vec4 aColorL = occTexture2D (uLeftSampler,  aTexCoord);"
+          EOL"  vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
+          EOL"  if (TexCoord.x <= 0.5)"
+          EOL"  {"
+          EOL"    occSetFragColor (aColorL);"
+          EOL"  }"
+          EOL"  else"
+          EOL"  {"
+          EOL"    occSetFragColor (aColorR);"
+          EOL"  }"
+          EOL"}";
+      break;
+    }
+    case Graphic3d_StereoMode_OverUnder:
+    {
+      aName = "overunder";
+      aSrcFrag =
+          EOL"void main()"
+          EOL"{"
+          EOL"  vec2 aTexCoord = vec2 (TexCoord.x, TexCoord.y * 2.0);"
+          EOL"  if (TexCoord.y > 0.5)"
+          EOL"  {"
+          EOL"    aTexCoord.y -= 1.0;"
+          EOL"  }"
+          EOL"  vec4 aColorL = occTexture2D (uLeftSampler,  aTexCoord);"
+          EOL"  vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
+          EOL"  if (TexCoord.y <= 0.5)"
+          EOL"  {"
+          EOL"    occSetFragColor (aColorL);"
+          EOL"  }"
+          EOL"  else"
+          EOL"  {"
+          EOL"    occSetFragColor (aColorR);"
+          EOL"  }"
+          EOL"}";
+      break;
+    }
+    case Graphic3d_StereoMode_QuadBuffer:
+    case Graphic3d_StereoMode_SoftPageFlip:
+    case Graphic3d_StereoMode_OpenVR:
+    default:
+    {
+      aSrcFrag =
+          EOL"void main()"
+          EOL"{"
+          EOL"  vec4 aColorL = occTexture2D (uLeftSampler,  TexCoord);"
+          EOL"  vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
+          EOL"  aColorL.b = 0.0;"
+          EOL"  aColorL.g = 0.0;"
+          EOL"  aColorR.r = 0.0;"
+          EOL"  occSetFragColor (aColorL + aColorR);"
+          EOL"}";
+      break;
+    }
+  }
+
+  defaultGlslVersion (aProgramSrc, aName, 0);
+  aProgramSrc->SetDefaultSampler (false);
+  aProgramSrc->SetNbLightsMax (0);
+  aProgramSrc->SetNbShadowMaps (0);
+  aProgramSrc->SetNbClipPlanesMax (0);
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts));
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+  return aProgramSrc;
+}
+
+// =======================================================================
+// function : getStdProgramBoundBox
+// purpose  :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getStdProgramBoundBox() const
+{
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+
+  Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+  aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec3 occBBoxCenter", Graphic3d_TOS_VERTEX));
+  aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("vec3 occBBoxSize",   Graphic3d_TOS_VERTEX));
+
+  TCollection_AsciiString aSrcVert =
+    EOL"void main()"
+    EOL"{"
+    EOL"  vec4 aCenter = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);"
+    EOL"  vec4 aPos    = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);"
+    EOL"  gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * aPos;"
+    EOL"}";
+
+  TCollection_AsciiString aSrcFrag =
+    EOL"void main()"
+    EOL"{"
+    EOL"  occSetFragColor (occColor);"
+    EOL"}";
+
+  defaultGlslVersion (aProgramSrc, "bndbox", 0);
+  aProgramSrc->SetDefaultSampler (false);
+  aProgramSrc->SetNbLightsMax (0);
+  aProgramSrc->SetNbShadowMaps (0);
+  aProgramSrc->SetNbClipPlanesMax (0);
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts));
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+  return aProgramSrc;
+}
+
+// =======================================================================
+// function : getPBREnvBakingProgram
+// purpose  :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getPBREnvBakingProgram (Standard_Integer theIndex) const
+{
+  Standard_ASSERT_RAISE (theIndex >= 0 && theIndex <= 2,"");
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
+  Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+
+  TCollection_AsciiString aSrcVert = TCollection_AsciiString()
+  + THE_FUNC_cubemap_vector_transform
+  + Shaders_PBREnvBaking_vs;
+
+  TCollection_AsciiString aSrcFrag = TCollection_AsciiString()
+  + THE_FUNC_cubemap_vector_transform
+  + Shaders_PBRDistribution_glsl
+  + ((theIndex == 0 || theIndex == 2) ? "\n#define THE_TO_BAKE_DIFFUSE\n" : "\n#define THE_TO_BAKE_SPECULAR\n")
+  + (theIndex == 2 ? "\n#define THE_TO_PACK_FLOAT\n" : "")
+  + Shaders_PBREnvBaking_fs;
+
+  // constant array definition requires OpenGL 2.1+ or OpenGL ES 3.0+
+  switch (myGapi)
+  {
+    case Aspect_GraphicsLibrary_OpenGL:
+    {
+      aProgramSrc->SetHeader ("#version 120");
+      break;
+    }
+    case Aspect_GraphicsLibrary_OpenGLES:
+    {
+      if (IsGapiGreaterEqual (3, 0))
+      {
+        aProgramSrc->SetHeader ("#version 300 es");
+      }
+      else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_shader_texture_lod])
+      {
+        aProgramSrc->SetHeader ("#extension GL_EXT_shader_texture_lod : enable\n"
+                                "#define textureCubeLod textureCubeLodEXT");
+      }
+      else
+      {
+        Message::SendWarning ("Warning: incomplete PBR lighting implementation due to missing OpenGL ES 3.0 or GL_EXT_shader_texture_lod support.");
+      }
+      break;
+    }
+  }
+
+  static const char* THE_BAKE_NAMES[3] = { "pbr_env_baking_diffuse", "pbr_env_baking_specular", "pbr_env_baking_difffallback" };
+  defaultGlslVersion (aProgramSrc, THE_BAKE_NAMES[theIndex], 0);
+  aProgramSrc->SetDefaultSampler (false);
+  aProgramSrc->SetNbLightsMax (0);
+  aProgramSrc->SetNbShadowMaps (0);
+  aProgramSrc->SetNbClipPlanesMax (0);
+  aProgramSrc->SetPBR (true);
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts));
+  aProgramSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+  return aProgramSrc;
+}
+
+// =======================================================================
+// function : getBgCubeMapProgram
+// purpose  :
+// =======================================================================
+Handle(Graphic3d_ShaderProgram) Graphic3d_ShaderManager::getBgCubeMapProgram() const
+{
+  Handle(Graphic3d_ShaderProgram) aProgSrc = new Graphic3d_ShaderProgram();
+
+  Graphic3d_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
+  aStageInOuts.Append (Graphic3d_ShaderObject::ShaderVariable("vec3 ViewDirection", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
+  aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("samplerCube occSampler0", Graphic3d_TOS_FRAGMENT));
+  aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("int uYCoeff", Graphic3d_TOS_VERTEX));
+  aUniforms.Append (Graphic3d_ShaderObject::ShaderVariable ("int uZCoeff", Graphic3d_TOS_VERTEX));
+
+  TCollection_AsciiString aSrcVert = TCollection_AsciiString()
+  + THE_FUNC_cubemap_vector_transform
+  + EOL"void main()"
+    EOL"{"
+    EOL"  ViewDirection = cubemapVectorTransform (occVertex.xyz, uYCoeff, uZCoeff);"
+    EOL"  vec4 aPos = occProjectionMatrix * occWorldViewMatrix * vec4(occVertex.xyz, 1.0);"
+    // setting Z to W ensures that final Z will be 1.0 after perspective division, (w/w=1))
+    // which allows rendering skybox after everything else with depth test enabled (GL_LEQUAL)
+    EOL"  gl_Position = aPos.xyww;"
+    EOL"}";
+
+  TCollection_AsciiString aDepthClamp;
+  if (myToEmulateDepthClamp)
+  {
+    // workaround Z clamping issues on some GPUs
+    aDepthClamp = EOL"  gl_FragDepth = clamp (gl_FragDepth, 0.0, 1.0);";
+    if (myGapi == Aspect_GraphicsLibrary_OpenGLES)
+    {
+      if (IsGapiGreaterEqual (3, 0))
+      {
+        aProgSrc->SetHeader ("#version 300 es");
+      }
+      else if (myGlslExtensions[Graphic3d_GlslExtension_GL_EXT_frag_depth])
+      {
+        aProgSrc->SetHeader ("#extension GL_EXT_frag_depth : enable"
+                          EOL"#define gl_FragDepth gl_FragDepthEXT");
+      }
+      else
+      {
+        aDepthClamp.Clear();
+      }
+    }
+  }
+
+  TCollection_AsciiString aSrcFrag = TCollection_AsciiString()
+  + EOL"#define occEnvCubemap occSampler0"
+    EOL"void main()"
+    EOL"{"
+    EOL"  occSetFragColor (vec4(occTextureCube (occEnvCubemap, ViewDirection).rgb, 1.0));"
+  + aDepthClamp
+  + EOL"}";
+
+  defaultGlslVersion (aProgSrc, "background_cubemap", 0);
+  aProgSrc->SetDefaultSampler (false);
+  aProgSrc->SetNbLightsMax (0);
+  aProgSrc->SetNbShadowMaps (0);
+  aProgSrc->SetNbClipPlanesMax (0);
+  aProgSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts));
+  aProgSrc->AttachShader (Graphic3d_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+  return aProgSrc;
+}
diff --git a/src/Graphic3d/Graphic3d_ShaderManager.hxx b/src/Graphic3d/Graphic3d_ShaderManager.hxx
new file mode 100644 (file)
index 0000000..e4a6a64
--- /dev/null
@@ -0,0 +1,223 @@
+// Copyright (c) 2013-2021 OPEN CASCADE SAS
+//
+// This file is part of Open CASCADE Technology software library.
+//
+// This library is free software; you can redistribute it and/or modify it under
+// the terms of the GNU Lesser General Public License version 2.1 as published
+// by the Free Software Foundation, with special exception defined in the file
+// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
+// distribution for complete text of the license and disclaimer of any warranty.
+//
+// Alternatively, this file may be used under the terms of Open CASCADE
+// commercial license or contractual agreement.
+
+#ifndef _Graphic3d_ShaderManager_HeaderFile
+#define _Graphic3d_ShaderManager_HeaderFile
+
+#include <Aspect_GraphicsLibrary.hxx>
+#include <Graphic3d_ShaderFlags.hxx>
+#include <Graphic3d_StereoMode.hxx>
+#include <Graphic3d_Vec2.hxx>
+#include <Standard_Transient.hxx>
+#include <TCollection_AsciiString.hxx>
+
+class Graphic3d_LightSet;
+class Graphic3d_ShaderProgram;
+
+//! GLSL syntax extensions.
+enum Graphic3d_GlslExtension
+{
+  Graphic3d_GlslExtension_GL_OES_standard_derivatives, //!< OpenGL ES 2.0 extension GL_OES_standard_derivatives
+  Graphic3d_GlslExtension_GL_EXT_shader_texture_lod,   //!< OpenGL ES 2.0 extension GL_EXT_shader_texture_lod
+  Graphic3d_GlslExtension_GL_EXT_frag_depth,           //!< OpenGL ES 2.0 extension GL_EXT_frag_depth
+  Graphic3d_GlslExtension_GL_EXT_gpu_shader4,          //!< OpenGL 2.0 extension GL_EXT_gpu_shader4
+};
+enum { Graphic3d_GlslExtension_NB = Graphic3d_GlslExtension_GL_EXT_gpu_shader4 + 1 };
+
+//! This class is responsible for generation of shader programs.
+class Graphic3d_ShaderManager : public Standard_Transient
+{
+  DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderManager, Standard_Transient)
+public:
+
+  //! Creates new empty shader manager.
+  Standard_EXPORT Graphic3d_ShaderManager (Aspect_GraphicsLibrary theGapi);
+
+  //! Releases resources of shader manager.
+  Standard_EXPORT virtual ~Graphic3d_ShaderManager();
+
+  //! @return true if detected GL version is greater or equal to requested one.
+  bool IsGapiGreaterEqual (Standard_Integer theVerMajor,
+                           Standard_Integer theVerMinor) const
+  {
+    return (myGapiVersion[0] >  theVerMajor)
+        || (myGapiVersion[0] == theVerMajor && myGapiVersion[1] >= theVerMinor);
+  }
+
+  //! Return GAPI version major number.
+  Standard_Integer GapiVersionMajor() const { return myGapiVersion[0]; }
+
+  //! Return GAPI version minor number.
+  Standard_Integer GapiVersionMinor() const { return myGapiVersion[1]; }
+
+  //! Return GAPI version major number.
+  void SetGapiVersion (Standard_Integer theVerMajor,
+                       Standard_Integer theVerMinor)
+  {
+    myGapiVersion.SetValues (theVerMajor, theVerMinor);
+  }
+
+  //! Return TRUE if RED channel should be used instead of ALPHA for single-channel textures
+  //! (e.g. GAPI supports only GL_RED textures and not GL_ALPHA).
+  bool UseRedAlpha() const { return myUseRedAlpha; }
+
+  //! Set if RED channel should be used instead of ALPHA for single-channel textures.
+  void SetUseRedAlpha (bool theUseRedAlpha) { myUseRedAlpha = theUseRedAlpha; }
+
+  //! Return flag indicating flat shading usage; TRUE by default.
+  bool HasFlatShading() const { return myHasFlatShading; }
+
+  //! Return flag indicating flat shading should reverse normal flag; FALSE by default.
+  bool ToReverseDFdxSign() const { return myToReverseDFdxSign; }
+
+  //! Set flag indicating flat shading usage.
+  void SetFlatShading (bool theToUse,
+                       bool theToReverseSign)
+  {
+    myHasFlatShading = theToUse;
+    myToReverseDFdxSign = theToReverseSign;
+  }
+
+  //! Return TRUE if depth clamping should be emulated by GLSL program; TRUE by default.
+  bool ToEmulateDepthClamp() const { return myToEmulateDepthClamp; }
+
+  //! Set if depth clamping should be emulated by GLSL program.
+  void SetEmulateDepthClamp (bool theToEmulate) { myToEmulateDepthClamp = theToEmulate; }
+
+  //! Return TRUE if specified extension is available.
+  bool HasGlslExtension (Graphic3d_GlslExtension theExt) const { return myGlslExtensions[theExt]; }
+
+  //! Set if specified extension is available or not.
+  void EnableGlslExtension (Graphic3d_GlslExtension theExt,
+                            bool theToEnable = true) { myGlslExtensions[theExt] = theToEnable; }
+
+protected:
+
+  //! Generate map key for light sources configuration.
+  //! @param theLights [in] list of light sources
+  //! @param theHasShadowMap [in] flag indicating shadow maps usage
+  Standard_EXPORT TCollection_AsciiString genLightKey (const Handle(Graphic3d_LightSet)& theLights,
+                                                       const bool theHasShadowMap) const;
+
+  //! Prepare standard GLSL program for textured font.
+  Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramFont() const;
+
+  //! Prepare standard GLSL program without lighting.
+  //! @param theBits      [in] program bits
+  //! @param theIsOutline [in] draw silhouette
+  Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramUnlit (Standard_Integer theBits,
+                                                                      Standard_Boolean theIsOutline = false) const;
+
+  //! Prepare standard GLSL program with per-vertex lighting.
+  //! @param theLights [in] list of light sources
+  //! @param theBits   [in] program bits
+  Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramGouraud (const Handle(Graphic3d_LightSet)& theLights,
+                                                                        Standard_Integer theBits) const;
+
+  //! Prepare standard GLSL program with per-pixel lighting.
+  //! @param theLights [in] list of light sources
+  //! @param theBits   [in] program bits
+  //! @param theIsFlatNormal [in] when TRUE, the Vertex normals will be ignored and Face normal will be computed instead
+  //! @param theIsPBR  [in] when TRUE, the PBR pipeline will be activated
+  //! @param theNbShadowMaps [in] number of shadow maps
+  Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramPhong (const Handle(Graphic3d_LightSet)& theLights,
+                                                                      const Standard_Integer theBits,
+                                                                      const Standard_Boolean theIsFlatNormal,
+                                                                      const Standard_Boolean theIsPBR,
+                                                                      const Standard_Integer theNbShadowMaps) const;
+
+  //! Prepare standard GLSL program for bounding box.
+  Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramBoundBox() const;
+
+  //! Generates shader program to render environment cubemap as background.
+  Standard_EXPORT Handle(Graphic3d_ShaderProgram) getBgCubeMapProgram() const;
+
+  //! Prepare GLSL source for IBL generation used in PBR pipeline.
+  Standard_EXPORT Handle(Graphic3d_ShaderProgram) getPBREnvBakingProgram (Standard_Integer theIndex) const;
+
+  //! Prepare standard GLSL program for FBO blit operation.
+  Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramFboBlit (Standard_Integer theNbSamples,
+                                                                        Standard_Boolean theIsFallback_sRGB) const;
+
+  //! Prepare standard GLSL program for stereoscopic image.
+  Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramStereo (Graphic3d_StereoMode theStereoMode) const;
+
+  //! Prepare standard GLSL programs for OIT compositing operation.
+  Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramOitCompositing (Standard_Boolean theMsaa) const;
+
+  //! Prepare standard GLSL programs for OIT Depth Peeling blend operation.
+  Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramOitDepthPeelingBlend (Standard_Boolean theMsaa) const;
+
+  //! Prepare standard GLSL programs for OIT Depth Peeling flush operation.
+  Standard_EXPORT Handle(Graphic3d_ShaderProgram) getStdProgramOitDepthPeelingFlush (Standard_Boolean theMsaa) const;
+
+protected:
+
+  //! Return TRUE if bitwise operations can be used in GLSL program.
+  Standard_EXPORT bool hasGlslBitwiseOps() const;
+
+  //! Prepare GLSL version header.
+  //! @param theProgram [in] [out] program to set version header
+  //! @param theName [in] program id suffix
+  //! @param theBits [in] program bits
+  //! @param theUsesDerivates [in] program uses standard derivatives functions or not
+  //! @return filtered program bits with unsupported features disabled
+  Standard_EXPORT Standard_Integer defaultGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
+                                                       const TCollection_AsciiString& theName,
+                                                       Standard_Integer theBits,
+                                                       bool theUsesDerivates = false) const;
+
+  //! Prepare GLSL version header for OIT composition programs.
+  //! @param theProgram [in] [out] program to set version header
+  //! @param theName [in] program id suffix
+  //! @param theMsaa [in] multisampling flag
+  Standard_EXPORT void defaultOitGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
+                                              const TCollection_AsciiString& theName,
+                                              bool theMsaa) const;
+
+  //! Prepare standard GLSL program for accessing point sprite alpha.
+  Standard_EXPORT TCollection_AsciiString pointSpriteAlphaSrc (Standard_Integer theBits) const;
+
+  //! Prepare standard GLSL program for computing point sprite shading.
+  Standard_EXPORT TCollection_AsciiString pointSpriteShadingSrc (const TCollection_AsciiString& theBaseColorSrc,
+                                                                 Standard_Integer theBits) const;
+
+  //! Define computeLighting GLSL function depending on current lights configuration
+  //! @param theNbLights     [out] number of defined light sources
+  //! @param theLights       [in]  light sources list
+  //! @param theHasVertColor [in]  flag to use getVertColor() instead of Ambient and Diffuse components of active material
+  //! @param theIsPBR        [in]  flag to activate PBR pipeline
+  //! @param theHasEmissive  [in]  flag to include emissive
+  //! @param theNbShadowMaps [in]  flag to include shadow map
+  Standard_EXPORT TCollection_AsciiString stdComputeLighting (Standard_Integer& theNbLights,
+                                                              const Handle(Graphic3d_LightSet)& theLights,
+                                                              Standard_Boolean  theHasVertColor,
+                                                              Standard_Boolean  theIsPBR,
+                                                              Standard_Boolean  theHasEmissive,
+                                                              Standard_Integer  theNbShadowMaps) const;
+
+protected:
+
+  Aspect_GraphicsLibrary myGapi;          //!< GAPI name
+  Graphic3d_Vec2i  myGapiVersion;         //!< GAPI version major/minor number pair
+  Standard_Boolean myGlslExtensions[Graphic3d_GlslExtension_NB];
+  Standard_Boolean myHasFlatShading;      //!< flag indicating flat shading usage
+  Standard_Boolean myToReverseDFdxSign;   //!< flag to reverse flat shading normal (workaround)
+  Standard_Boolean mySetPointSize;        //!< always set gl_PointSize variable
+  Standard_Boolean myUseRedAlpha;         //!< use RED channel instead of ALPHA (e.g. GAPI supports only GL_RED textures and not GL_ALPHA)
+  Standard_Boolean myToEmulateDepthClamp; //!< emulate depth clamping in GLSL program
+  Standard_Boolean mySRgbState;           //!< track sRGB state
+
+};
+
+#endif // _Graphic3d_ShaderManager_HeaderFile
index eada5bda970c65ae4248243a3dd89eb9fedec4f8..073325590745b2f1fec112cc30559b488f8629e1 100755 (executable)
 // Alternatively, this file may be used under the terms of Open CASCADE
 // commercial license or contractual agreement.
 
+#include <Graphic3d_ShaderObject.hxx>
+
+#include <Graphic3d_GraphicDriver.hxx>
 #include <OSD_File.hxx>
 #include <OSD_Protection.hxx>
 #include <Standard_Atomic.hxx>
-#include <Graphic3d_ShaderObject.hxx>
-#include <Graphic3d_GraphicDriver.hxx>
 
 IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_ShaderObject,Standard_Transient)
 
@@ -26,7 +27,6 @@ namespace
   static volatile Standard_Integer THE_SHADER_OBJECT_COUNTER = 0;
 }
 
-
 // =======================================================================
 // function : Graphic3d_ShaderObject
 // purpose  : Creates a shader object from specified file
@@ -90,3 +90,140 @@ Standard_Boolean Graphic3d_ShaderObject::IsDone() const
 {
   return !mySource.IsEmpty();
 }
+
+// =======================================================================
+// function : CreateFromSource
+// purpose  :
+// =======================================================================
+Handle(Graphic3d_ShaderObject) Graphic3d_ShaderObject::CreateFromSource (TCollection_AsciiString& theSource,
+                                                                         Graphic3d_TypeOfShaderObject theType,
+                                                                         const ShaderVariableList& theUniforms,
+                                                                         const ShaderVariableList& theStageInOuts,
+                                                                         const TCollection_AsciiString& theInName,
+                                                                         const TCollection_AsciiString& theOutName,
+                                                                         Standard_Integer theNbGeomInputVerts)
+{
+  if (theSource.IsEmpty())
+  {
+    return Handle(Graphic3d_ShaderObject)();
+  }
+
+  TCollection_AsciiString aSrcUniforms, aSrcInOuts, aSrcInStructs, aSrcOutStructs;
+  for (ShaderVariableList::Iterator anUniformIter (theUniforms); anUniformIter.More(); anUniformIter.Next())
+  {
+    const ShaderVariable& aVar = anUniformIter.Value();
+    if ((aVar.Stages & theType) != 0)
+    {
+      aSrcUniforms += TCollection_AsciiString("\nuniform ") + aVar.Name + ";";
+    }
+  }
+  for (ShaderVariableList::Iterator aVarListIter (theStageInOuts); aVarListIter.More(); aVarListIter.Next())
+  {
+    const ShaderVariable& aVar = aVarListIter.Value();
+    Standard_Integer aStageLower = IntegerLast(), aStageUpper = IntegerFirst();
+    Standard_Integer aNbStages = 0;
+    for (Standard_Integer aStageIter = Graphic3d_TOS_VERTEX; aStageIter <= (Standard_Integer )Graphic3d_TOS_COMPUTE; aStageIter = aStageIter << 1)
+    {
+      if ((aVar.Stages & aStageIter) != 0)
+      {
+        ++aNbStages;
+        aStageLower = Min (aStageLower, aStageIter);
+        aStageUpper = Max (aStageUpper, aStageIter);
+      }
+    }
+    if ((Standard_Integer )theType < aStageLower
+     || (Standard_Integer )theType > aStageUpper)
+    {
+      continue;
+    }
+
+    const Standard_Boolean hasGeomStage = theNbGeomInputVerts > 0
+                                       && aStageLower <  Graphic3d_TOS_GEOMETRY
+                                       && aStageUpper >= Graphic3d_TOS_GEOMETRY;
+    const Standard_Boolean isAllStagesVar = aStageLower == Graphic3d_TOS_VERTEX
+                                         && aStageUpper == Graphic3d_TOS_FRAGMENT;
+    if (hasGeomStage
+    || !theInName.IsEmpty()
+    || !theOutName.IsEmpty())
+    {
+      if (aSrcInStructs.IsEmpty()
+       && aSrcOutStructs.IsEmpty()
+       && isAllStagesVar)
+      {
+        if (theType == aStageLower)
+        {
+          aSrcOutStructs = "\nout VertexData\n{";
+        }
+        else if (theType == aStageUpper)
+        {
+          aSrcInStructs = "\nin VertexData\n{";
+        }
+        else // requires theInName/theOutName
+        {
+          aSrcInStructs  = "\nin  VertexData\n{";
+          aSrcOutStructs = "\nout VertexData\n{";
+        }
+      }
+    }
+
+    if (isAllStagesVar
+     && (!aSrcInStructs.IsEmpty()
+      || !aSrcOutStructs.IsEmpty()))
+    {
+      if (!aSrcInStructs.IsEmpty())
+      {
+        aSrcInStructs  += TCollection_AsciiString("\n  ") + aVar.Name + ";";
+      }
+      if (!aSrcOutStructs.IsEmpty())
+      {
+        aSrcOutStructs += TCollection_AsciiString("\n  ") + aVar.Name + ";";
+      }
+    }
+    else
+    {
+      if (theType == aStageLower)
+      {
+        aSrcInOuts += TCollection_AsciiString("\nTHE_SHADER_OUT ") + aVar.Name + ";";
+      }
+      else if (theType == aStageUpper)
+      {
+        aSrcInOuts += TCollection_AsciiString("\nTHE_SHADER_IN ") + aVar.Name + ";";
+      }
+    }
+  }
+
+  if (theType == Graphic3d_TOS_GEOMETRY)
+  {
+    aSrcUniforms.Prepend (TCollection_AsciiString()
+                        + "\nlayout (triangles) in;"
+                          "\nlayout (triangle_strip, max_vertices = " + theNbGeomInputVerts + ") out;");
+  }
+  if (!aSrcInStructs.IsEmpty()
+   && theType == Graphic3d_TOS_GEOMETRY)
+  {
+    aSrcInStructs  += TCollection_AsciiString ("\n} ") + theInName  + "[" + theNbGeomInputVerts + "];";
+  }
+  else if (!aSrcInStructs.IsEmpty())
+  {
+    aSrcInStructs += "\n}";
+    if (!theInName.IsEmpty())
+    {
+      aSrcInStructs += " ";
+      aSrcInStructs += theInName;
+    }
+    aSrcInStructs += ";";
+  }
+  if (!aSrcOutStructs.IsEmpty())
+  {
+    aSrcOutStructs += "\n}";
+    if (!theOutName.IsEmpty())
+    {
+      aSrcOutStructs += " ";
+      aSrcOutStructs += theOutName;
+    }
+    aSrcOutStructs += ";";
+  }
+
+  theSource.Prepend (aSrcUniforms + aSrcInStructs + aSrcOutStructs + aSrcInOuts);
+  return Graphic3d_ShaderObject::CreateFromSource (theType, theSource);
+}
index 4bf013004822e5aa0ef25a5af8a2e0b06da1bbd0..6218bfb74cffa0d507222971d21e1d548dae88e6 100755 (executable)
 #ifndef _Graphic3d_ShaderObject_HeaderFile
 #define _Graphic3d_ShaderObject_HeaderFile
 
-#include <OSD_Path.hxx>
-
 #include <Graphic3d_TypeOfShaderObject.hxx>
+#include <NCollection_Sequence.hxx>
+#include <OSD_Path.hxx>
 
 //! Forward declaration
 
 //! This class is responsible for managing shader objects.
 class Graphic3d_ShaderObject : public Standard_Transient
 {
+public:
+  //! Structure defining shader uniform or in/out variable.
+  struct ShaderVariable
+  {
+    TCollection_AsciiString Name;   //!< variable name
+    Standard_Integer        Stages; //!< active stages as Graphic3d_TypeOfShaderObject bits;
+                                    //!  for in/out variables, intermediate stages will be automatically filled
+
+    //! Create new shader variable.
+    ShaderVariable (const TCollection_AsciiString& theVarName, Standard_Integer theShaderStageBits) : Name (theVarName), Stages (theShaderStageBits) {}
+
+    //! Empty constructor.
+    ShaderVariable() : Stages (0) {}
+  };
+
+  //! List of variable of shader program.
+  typedef NCollection_Sequence<ShaderVariable> ShaderVariableList;
+
+public:
+
+  //! Creates new shader object from specified file.
+  Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromFile (const Graphic3d_TypeOfShaderObject theType,
+                                                                        const TCollection_AsciiString&     thePath);
+
+  //! Creates new shader object from specified source.
+  Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromSource (const Graphic3d_TypeOfShaderObject theType,
+                                                                          const TCollection_AsciiString&     theSource);
+
+  //! This is a preprocessor for Graphic3d_ShaderObject::CreateFromSource() function.
+  //! Creates a new shader object from specified source according to list of uniforms and in/out variables.
+  //! @param theSource      shader object source code to modify
+  //! @param theType        shader object type to create
+  //! @param theUniforms    list of uniform variables
+  //! @param theStageInOuts list of stage in/out variables
+  //! @param theInName      name of input  variables block;
+  //!                       can be empty for accessing each variable without block prefix
+  //!                       (mandatory for stages accessing both inputs and outputs)
+  //! @param theOutName     name of output variables block;
+  //!                       can be empty for accessing each variable without block prefix
+  //!                       (mandatory for stages accessing both inputs and outputs)
+  //! @param theNbGeomInputVerts number of geometry shader input vertexes
+  Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromSource (TCollection_AsciiString& theSource,
+                                                                          Graphic3d_TypeOfShaderObject theType,
+                                                                          const ShaderVariableList& theUniforms,
+                                                                          const ShaderVariableList& theStageInOuts,
+                                                                          const TCollection_AsciiString& theInName  = TCollection_AsciiString(),
+                                                                          const TCollection_AsciiString& theOutName = TCollection_AsciiString(),
+                                                                          Standard_Integer theNbGeomInputVerts = 0);
+
 private:
 
   //! Creates new shader object of specified type.
@@ -50,14 +99,6 @@ public:
   //! Returns unique ID used to manage resource in graphic driver.
   const TCollection_AsciiString& GetId() const { return myID; }
 
-  //! Creates new shader object from specified file.
-  Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromFile (const Graphic3d_TypeOfShaderObject theType,
-                                                                        const TCollection_AsciiString&     thePath);
-
-  //! Creates new shader object from specified source.
-  Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromSource (const Graphic3d_TypeOfShaderObject theType,
-                                                                          const TCollection_AsciiString&     theSource);
-
 public:
 
   DEFINE_STANDARD_RTTIEXT(Graphic3d_ShaderObject,Standard_Transient)
index a580583644083fa8c6055d79e52bba6fd0cc93a9..15a8c4e271c74e631f2433c431c660116ce8d319 100644 (file)
@@ -1510,6 +1510,30 @@ void OpenGl_Context::init (const Standard_Boolean theIsCoreProfile)
 
   myFuncs->load (*this, isCoreProfile);
 
+  // setup shader generator
+  myShaderManager->SetGapiVersion (myGlVerMajor, myGlVerMinor);
+  myShaderManager->SetEmulateDepthClamp (!arbDepthClamp);
+
+  bool toReverseDFdxSign = false;
+#if defined(GL_ES_VERSION_2_0)
+  // workaround Adreno driver bug computing reversed normal using dFdx/dFdy
+  toReverseDFdxSign = myVendor.Search("qualcomm") != -1;
+#endif
+  myShaderManager->SetFlatShading (hasFlatShading != OpenGl_FeatureNotAvailable, toReverseDFdxSign);
+#if defined(GL_ES_VERSION_2_0)
+  myShaderManager->SetUseRedAlpha (false);
+#else
+  myShaderManager->SetUseRedAlpha (core11 == NULL);
+#endif
+  #define checkGlslExtensionShort(theName) myShaderManager->EnableGlslExtension (Graphic3d_GlslExtension_ ## theName, CheckExtension (#theName))
+#if defined(GL_ES_VERSION_2_0)
+  checkGlslExtensionShort(GL_OES_standard_derivatives);
+  checkGlslExtensionShort(GL_EXT_shader_texture_lod);
+  checkGlslExtensionShort(GL_EXT_frag_depth);
+#else
+  checkGlslExtensionShort(GL_EXT_gpu_shader4);
+#endif
+
   // initialize debug context extension
   if (arbDbg != NULL
    && caps->contextDebug)
index 8b718bb5c7ff5aab6e509629dab8c1b4ad906dcb..8d6ab3e083c6d8021591be982738fc3e16071277 100644 (file)
 #ifndef _OpenGl_SetOfShaderPrograms_HeaderFile
 #define _OpenGl_SetOfShaderPrograms_HeaderFile
 
+#include <Graphic3d_ShaderFlags.hxx>
 #include <Graphic3d_TypeOfShadingModel.hxx>
 #include <NCollection_DataMap.hxx>
-#include <OpenGl_ShaderProgram.hxx>
 
-//! Standard GLSL program combination bits.
-enum OpenGl_ProgramOptions
-{
-  OpenGl_PO_VertColor       = 0x0001, //!< per-vertex color
-  OpenGl_PO_TextureRGB      = 0x0002, //!< handle RGB texturing
-  OpenGl_PO_TextureEnv      = 0x0004, //!< handle environment map (obsolete, to be removed)
-  OpenGl_PO_TextureNormal   = OpenGl_PO_TextureRGB|OpenGl_PO_TextureEnv, //!< extended texture set (with normal map)
-  OpenGl_PO_PointSimple     = 0x0008, //!< point marker without sprite
-  OpenGl_PO_PointSprite     = 0x0010, //!< point sprite with RGB image
-  OpenGl_PO_PointSpriteA    = OpenGl_PO_PointSimple|OpenGl_PO_PointSprite, //!< point sprite with Alpha image
-  OpenGl_PO_StippleLine     = 0x0020, //!< stipple line
-  OpenGl_PO_ClipPlanes1     = 0x0040, //!< handle 1 clipping plane
-  OpenGl_PO_ClipPlanes2     = 0x0080, //!< handle 2 clipping planes
-  OpenGl_PO_ClipPlanesN     = OpenGl_PO_ClipPlanes1|OpenGl_PO_ClipPlanes2, //!< handle N clipping planes
-  OpenGl_PO_ClipChains      = 0x0100, //!< handle chains of clipping planes
-  OpenGl_PO_MeshEdges       = 0x0200, //!< draw mesh edges (wireframe)
-  OpenGl_PO_AlphaTest       = 0x0400, //!< discard fragment by alpha test (defined by cutoff value)
-  OpenGl_PO_WriteOit        = 0x0800, //!< write coverage buffer for Blended Order-Independent Transparency
-  OpenGl_PO_OitDepthPeeling = 0x1000, //!< handle Depth Peeling OIT
-  //
-  OpenGl_PO_NB              = 0x2000, //!< overall number of combinations
-  OpenGl_PO_IsPoint         = OpenGl_PO_PointSimple|OpenGl_PO_PointSprite|OpenGl_PO_PointSpriteA,
-  OpenGl_PO_HasTextures     = OpenGl_PO_TextureRGB|OpenGl_PO_TextureEnv,
-  OpenGl_PO_NeedsGeomShader = OpenGl_PO_MeshEdges,
-};
+class OpenGl_ShaderProgram;
 
 //! Alias to programs array of predefined length
 class OpenGl_SetOfPrograms : public Standard_Transient
@@ -59,7 +35,7 @@ public:
   Handle(OpenGl_ShaderProgram)& ChangeValue (Standard_Integer theProgramBits) { return myPrograms[theProgramBits]; }
 
 protected:
-  Handle(OpenGl_ShaderProgram) myPrograms[OpenGl_PO_NB]; //!< programs array
+  Handle(OpenGl_ShaderProgram) myPrograms[Graphic3d_ShaderFlags_NB]; //!< programs array
 };
 
 //! Alias to 2D programs array of predefined length
index 6a3653134ca6ef7771e76287cc16b11655a0f773..c36482b55fafa30efea89927e27413b4221a325d 100644 (file)
 // Alternatively, this file may be used under the terms of Open CASCADE
 // commercial license or contractual agreement.
 
-#include <typeinfo>
+#include <OpenGl_ShaderManager.hxx>
 
+#include <Graphic3d_CubeMapPacked.hxx>
 #include <Graphic3d_TextureParams.hxx>
 #include <OpenGl_Aspects.hxx>
 #include <OpenGl_ClippingIterator.hxx>
 #include <OpenGl_Context.hxx>
-#include <Graphic3d_CubeMapPacked.hxx>
-#include <OpenGl_ShaderManager.hxx>
 #include <OpenGl_ShadowMap.hxx>
 #include <OpenGl_ShaderProgram.hxx>
 #include <OpenGl_VertexBufferCompat.hxx>
 #include <OpenGl_PointSprite.hxx>
 #include <OpenGl_Workspace.hxx>
-#include <TCollection_ExtendedString.hxx>
-
-#include "../Shaders/Shaders_DirectionalLightShadow_glsl.pxx"
-#include "../Shaders/Shaders_PBRDistribution_glsl.pxx"
-#include "../Shaders/Shaders_PBRDirectionalLight_glsl.pxx"
-#include "../Shaders/Shaders_PBRGeometry_glsl.pxx"
-#include "../Shaders/Shaders_PBRFresnel_glsl.pxx"
-#include "../Shaders/Shaders_PBRCookTorrance_glsl.pxx"
-#include "../Shaders/Shaders_PBRIllumination_glsl.pxx"
-#include "../Shaders/Shaders_PBRPointLight_glsl.pxx"
-#include "../Shaders/Shaders_PBRSpotLight_glsl.pxx"
-#include "../Shaders/Shaders_PBREnvBaking_fs.pxx"
-#include "../Shaders/Shaders_PBREnvBaking_vs.pxx"
-#include "../Shaders/Shaders_PhongDirectionalLight_glsl.pxx"
-#include "../Shaders/Shaders_PhongPointLight_glsl.pxx"
-#include "../Shaders/Shaders_PhongSpotLight_glsl.pxx"
-#include "../Shaders/Shaders_PointLightAttenuation_glsl.pxx"
-#include "../Shaders/Shaders_TangentSpaceNormal_glsl.pxx"
-
-IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderManager,Standard_Transient)
+
+IMPLEMENT_STANDARD_RTTIEXT(OpenGl_ShaderManager, Graphic3d_ShaderManager)
 
 namespace
 {
-  //! Number specifying maximum number of light sources to prepare a GLSL program with unrolled loop.
-  const Standard_Integer THE_NB_UNROLLED_LIGHTS_MAX = 32;
-
-  //! Compute the size of array storing holding light sources definition.
-  static Standard_Integer roundUpMaxLightSources (Standard_Integer theNbLights)
-  {
-    Standard_Integer aMaxLimit = THE_NB_UNROLLED_LIGHTS_MAX;
-    for (; aMaxLimit < theNbLights; aMaxLimit *= 2) {}
-    return aMaxLimit;
-  }
-
-#define EOL "\n"
-
-//! Compute TexCoord value in Vertex Shader
-const char THE_VARY_TexCoord_Trsf[] =
-  EOL"  float aRotSin = occTextureTrsf_RotationSin();"
-  EOL"  float aRotCos = occTextureTrsf_RotationCos();"
-  EOL"  vec2  aTex2   = vec2 (occTexCoord.x * aRotCos - occTexCoord.y * aRotSin,"
-  EOL"                        occTexCoord.x * aRotSin + occTexCoord.y * aRotCos);"
-  EOL"  aTex2 = (aTex2 + occTextureTrsf_Translation()) * occTextureTrsf_Scale();"
-  EOL"  TexCoord = vec4(aTex2, occTexCoord.zw);";
-
-//! Auxiliary function to flip gl_PointCoord vertically
-#define THE_VEC2_glPointCoord "vec2 (gl_PointCoord.x, 1.0 - gl_PointCoord.y)"
-
-//! Auxiliary function to transform normal from model to view coordinate system.
-const char THE_FUNC_transformNormal_view[] =
-  EOL"vec3 transformNormal (in vec3 theNormal)"
-  EOL"{"
-  EOL"  vec4 aResult = occWorldViewMatrixInverseTranspose"
-  EOL"               * occModelWorldMatrixInverseTranspose"
-  EOL"               * vec4 (theNormal, 0.0);"
-  EOL"  return normalize (aResult.xyz);"
-  EOL"}";
-
-//! The same function as THE_FUNC_transformNormal but is used in PBR pipeline.
-//! The normals are expected to be in world coordinate system in PBR pipeline.
-const char THE_FUNC_transformNormal_world[] =
-  EOL"vec3 transformNormal (in vec3 theNormal)"
-  EOL"{"
-  EOL"  vec4 aResult = occModelWorldMatrixInverseTranspose"
-  EOL"               * vec4 (theNormal, 0.0);"
-  EOL"  return normalize (aResult.xyz);"
-  EOL"}";
-
-//! Global shader variable for color definition with lighting enabled.
-const char THE_FUNC_lightDef[] =
-  EOL"vec3 Ambient;"   //!< Ambient  contribution of light sources
-  EOL"vec3 Diffuse;"   //!< Diffuse  contribution of light sources
-  EOL"vec3 Specular;"; //!< Specular contribution of light sources
-
-//! Global shader variable for color definition with lighting enabled.
-const char THE_FUNC_PBR_lightDef[] =
-  EOL"vec3  DirectLighting;" //!< Accumulator of direct lighting from light sources
-  EOL"vec4  BaseColor;"      //!< Base color (albedo) of material for PBR
-  EOL"float Metallic;"       //!< Metallic coefficient of material
-  EOL"float NormalizedRoughness;" //!< Normalized roughness coefficient of material
-  EOL"float Roughness;"      //!< Roughness coefficient of material
-  EOL"vec3  Emission;"       //!< Light intensity emitted by material
-  EOL"float IOR;";           //!< Material's index of refraction
-
-//! The same as Shaders_PhongDirectionalLight_glsl but for the light with zero index
-//! (avoids limitations on some mobile devices).
-const char THE_FUNC_directionalLightFirst[] =
-  EOL"void directionalLightFirst (in vec3 theNormal,"
-  EOL"                            in vec3 theView,"
-  EOL"                            in bool theIsFront,"
-  EOL"                            in float theShadow)"
-  EOL"{"
-  EOL"  vec3 aLight = vec3 (occWorldViewMatrix * vec4 (occLight_Position (0), 0.0));"
-  EOL
-  EOL"  vec3 aHalf = normalize (aLight + theView);"
-  EOL
-  EOL"  vec3  aFaceSideNormal = theIsFront ? theNormal : -theNormal;"
-  EOL"  float aNdotL = max (0.0, dot (aFaceSideNormal, aLight));"
-  EOL"  float aNdotH = max (0.0, dot (aFaceSideNormal, aHalf ));"
-  EOL
-  EOL"  float aSpecl = 0.0;"
-  EOL"  if (aNdotL > 0.0)"
-  EOL"  {"
-  EOL"    aSpecl = pow (aNdotH, theIsFront ? occFrontMaterial_Shininess() : occBackMaterial_Shininess());"
-  EOL"  }"
-  EOL
-  EOL"  Diffuse  += occLight_Diffuse(0)  * aNdotL * theShadow;"
-  EOL"  Specular += occLight_Specular(0) * aSpecl * theShadow;"
-  EOL"}";
-
-//! Returns the real cubemap fetching direction considering sides orientation, memory layout and vertical flip.
-const char THE_FUNC_cubemap_vector_transform[] =
-  EOL"vec3 cubemapVectorTransform (in vec3 theVector,"
-  EOL"                             in int  theYCoeff,"
-  EOL"                             in int  theZCoeff)"
-  EOL"{"
-  EOL"  theVector = theVector.yzx;"
-  EOL"  theVector.y *= float(theYCoeff);"
-  EOL"  theVector.z *= float(theZCoeff);"
-  EOL"  return theVector;"
-  EOL"}";
-
-//! Process clipping planes in Fragment Shader.
-//! Should be added at the beginning of the main() function.
-const char THE_FRAG_CLIP_PLANES_N[] =
-  EOL"  for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount; ++aPlaneIter)"
-  EOL"  {"
-  EOL"    vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
-  EOL"    if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
-  EOL"    {"
-  EOL"      discard;"
-  EOL"    }"
-  EOL"  }";
-
-//! Process chains of clipping planes in Fragment Shader.
-const char THE_FRAG_CLIP_CHAINS_N[] =
-EOL"  for (int aPlaneIter = 0; aPlaneIter < occClipPlaneCount;)"
-EOL"  {"
-EOL"    vec4 aClipEquation = occClipPlaneEquations[aPlaneIter];"
-EOL"    if (dot (aClipEquation.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation.w < 0.0)"
-EOL"    {"
-EOL"      if (occClipPlaneChains[aPlaneIter] == 1)"
-EOL"      {"
-EOL"        discard;"
-EOL"      }"
-EOL"      aPlaneIter += 1;"
-EOL"    }"
-EOL"    else"
-EOL"    {"
-EOL"      aPlaneIter += occClipPlaneChains[aPlaneIter];"
-EOL"    }"
-EOL"  }";
-
-//! Process 1 clipping plane in Fragment Shader.
-const char THE_FRAG_CLIP_PLANES_1[] =
-  EOL"  vec4 aClipEquation0 = occClipPlaneEquations[0];"
-  EOL"  if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0)"
-  EOL"  {"
-  EOL"    discard;"
-  EOL"  }";
-
-//! Process 2 clipping planes in Fragment Shader.
-const char THE_FRAG_CLIP_PLANES_2[] =
-  EOL"  vec4 aClipEquation0 = occClipPlaneEquations[0];"
-  EOL"  vec4 aClipEquation1 = occClipPlaneEquations[1];"
-  EOL"  if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0"
-  EOL"   || dot (aClipEquation1.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation1.w < 0.0)"
-  EOL"  {"
-  EOL"    discard;"
-  EOL"  }";
-
-//! Process a chain of 2 clipping planes in Fragment Shader (3/4 section).
-const char THE_FRAG_CLIP_CHAINS_2[] =
-EOL"  vec4 aClipEquation0 = occClipPlaneEquations[0];"
-EOL"  vec4 aClipEquation1 = occClipPlaneEquations[1];"
-EOL"  if (dot (aClipEquation0.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation0.w < 0.0"
-EOL"   && dot (aClipEquation1.xyz, PositionWorld.xyz / PositionWorld.w) + aClipEquation1.w < 0.0)"
-EOL"  {"
-EOL"    discard;"
-EOL"  }";
-
-//! Modify color for Wireframe presentation.
-const char THE_FRAG_WIREFRAME_COLOR[] =
-EOL"vec4 getFinalColor(void)"
-EOL"{"
-EOL"  float aDistance = min (min (EdgeDistance[0], EdgeDistance[1]), EdgeDistance[2]);"
-EOL"  bool isHollow = occWireframeColor.a < 0.0;"
-EOL"  float aMixVal = smoothstep (occLineWidth - occLineFeather * 0.5, occLineWidth + occLineFeather * 0.5, aDistance);"
-EOL"  vec4 aMixColor = isHollow"
-EOL"                 ? vec4 (getColor().rgb, 1.0 - aMixVal)"          // edges only (of interior color)
-EOL"                 : mix (occWireframeColor, getColor(), aMixVal);" // interior + edges
-EOL"  return aMixColor;"
-EOL"}";
-
-//! Compute gl_Position vertex shader output.
-const char THE_VERT_gl_Position[] =
-EOL"  gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * occVertex;";
-
-//! Displace gl_Position alongside vertex normal for outline rendering.
-//! This code adds silhouette only for smooth surfaces of closed primitive, and produces visual artifacts on sharp edges.
-const char THE_VERT_gl_Position_OUTLINE[] =
-EOL"  float anOutlineDisp = occOrthoScale > 0.0 ? occOrthoScale : gl_Position.w;"
-EOL"  vec4  anOutlinePos  = occVertex + vec4 (occNormal * (occSilhouetteThickness * anOutlineDisp), 0.0);"
-EOL"  gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * anOutlinePos;";
-
 #if !defined(GL_ES_VERSION_2_0)
 
   static const GLfloat THE_DEFAULT_AMBIENT[4]    = { 0.0f, 0.0f, 0.0f, 1.0f };
@@ -313,21 +112,6 @@ EOL"  gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatr
     glEnable (theLightGlId);
   }
 #endif
-
-  //! Generate map key for light sources configuration.
-  static TCollection_AsciiString genLightKey (const Handle(Graphic3d_LightSet)& theLights,
-                                              const bool theHasShadowMap)
-  {
-    if (theLights->NbEnabled() <= THE_NB_UNROLLED_LIGHTS_MAX)
-    {
-      return theHasShadowMap
-           ? TCollection_AsciiString ("ls_") + theLights->KeyEnabledLong()
-           : TCollection_AsciiString ("l_") + theLights->KeyEnabledLong();
-    }
-
-    const Standard_Integer aMaxLimit = roundUpMaxLightSources (theLights->NbEnabled());
-    return TCollection_AsciiString ("l_") + theLights->KeyEnabledShort() + aMaxLimit;
-  }
 }
 
 // =======================================================================
@@ -335,14 +119,18 @@ EOL"  gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatr
 // purpose  : Creates new empty shader manager
 // =======================================================================
 OpenGl_ShaderManager::OpenGl_ShaderManager (OpenGl_Context* theContext)
-: myFfpProgram (new OpenGl_ShaderProgramFFP()),
+#if defined(GL_ES_VERSION_2_0)
+: Graphic3d_ShaderManager (Aspect_GraphicsLibrary_OpenGLES),
+#else
+: Graphic3d_ShaderManager (Aspect_GraphicsLibrary_OpenGL),
+#endif
+  myFfpProgram (new OpenGl_ShaderProgramFFP()),
   myShadingModel (Graphic3d_TOSM_VERTEX),
   myUnlitPrograms (new OpenGl_SetOfPrograms()),
   myContext  (theContext),
-  mySRgbState (theContext->ToRenderSRGB()),
   myHasLocalOrigin (Standard_False)
 {
-  //
+  mySRgbState = theContext->ToRenderSRGB();
 }
 
 // =======================================================================
@@ -455,24 +243,6 @@ void OpenGl_ShaderManager::Unregister (TCollection_AsciiString&      theShareKey
   }
 }
 
-// =======================================================================
-// function : ShaderPrograms
-// purpose  : Returns list of registered shader programs
-// =======================================================================
-const OpenGl_ShaderProgramList& OpenGl_ShaderManager::ShaderPrograms() const
-{
-  return myProgramList;
-}
-
-// =======================================================================
-// function : Empty
-// purpose  : Returns true if no program objects are attached
-// =======================================================================
-Standard_Boolean OpenGl_ShaderManager::IsEmpty() const
-{
-  return myProgramList.IsEmpty();
-}
-
 // =======================================================================
 // function : switchLightPrograms
 // purpose  :
@@ -995,8 +765,7 @@ void OpenGl_ShaderManager::pushClippingState (const Handle(OpenGl_ShaderProgram)
       }
       else if (aPlaneId >= aNbMaxPlanes)
       {
-        myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
-                                TCollection_ExtendedString("Warning: clipping planes limit (") + aNbMaxPlanes + ") has been exceeded.");
+        Message::SendWarning() << "OpenGl_ShaderManager, warning: clipping planes limit (" << aNbMaxPlanes << ") has been exceeded";
         break;
       }
 
@@ -1305,56 +1074,29 @@ void OpenGl_ShaderManager::PushState (const Handle(OpenGl_ShaderProgram)& thePro
 }
 
 // =======================================================================
-// function : prepareStdProgramFont
+// function : BindFontProgram
 // purpose  :
 // =======================================================================
-Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFont()
+Standard_Boolean OpenGl_ShaderManager::BindFontProgram (const Handle(OpenGl_ShaderProgram)& theCustomProgram)
 {
-  OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
-  aUniforms   .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
-  aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-
-  TCollection_AsciiString aSrcVert = TCollection_AsciiString()
-    + EOL"void main()"
-      EOL"{"
-      EOL"  TexCoord = occTexCoord.st;"
-    + THE_VERT_gl_Position
-    + EOL"}";
-
-  TCollection_AsciiString
-    aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).a; }";
-#if !defined(GL_ES_VERSION_2_0)
-  if (myContext->core11 == NULL)
+  if (!theCustomProgram.IsNull()
+    || myContext->caps->ffpEnable)
   {
-    aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st).r; }";
+    return bindProgramWithState (theCustomProgram, Graphic3d_TOSM_UNLIT);
   }
-#endif
 
-  TCollection_AsciiString aSrcFrag =
-       aSrcGetAlpha
-     + EOL"void main()"
-       EOL"{"
-       EOL"  vec4 aColor = occColor;"
-       EOL"  aColor.a *= getAlpha();"
-       EOL"  if (aColor.a <= 0.285) discard;"
-       EOL"  occSetFragColor (aColor);"
-       EOL"}";
-
-  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
-  defaultGlslVersion (aProgramSrc, "font", 0);
-  aProgramSrc->SetDefaultSampler (false);
-  aProgramSrc->SetNbLightsMax (0);
-  aProgramSrc->SetNbShadowMaps (0);
-  aProgramSrc->SetNbClipPlanesMax (0);
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts));
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
-  TCollection_AsciiString aKey;
-  if (!Create (aProgramSrc, aKey, myFontProgram))
+  if (myFontProgram.IsNull())
   {
-    myFontProgram = new OpenGl_ShaderProgram(); // just mark as invalid
-    return Standard_False;
+    Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramFont();
+    TCollection_AsciiString aKey;
+    if (!Create (aProgramSrc, aKey, myFontProgram))
+    {
+      myFontProgram = new OpenGl_ShaderProgram(); // just mark as invalid
+      return false;
+    }
   }
-  return Standard_True;
+
+  return bindProgramWithState (myFontProgram, Graphic3d_TOSM_UNLIT);
 }
 
 // =======================================================================
@@ -1372,243 +1114,66 @@ Standard_Boolean OpenGl_ShaderManager::BindFboBlitProgram (Standard_Integer theN
   }
 
   Handle(OpenGl_ShaderProgram)& aProg = aList[aNbSamples];
-  if (aProg.IsNull())
+  if (!aProg.IsNull())
   {
-    prepareStdProgramFboBlit (aProg, aNbSamples, theIsFallback_sRGB);
+    return myContext->BindProgram (aProg);
   }
-  return !aProg.IsNull()
-       && myContext->BindProgram (aProg);
-}
 
-// =======================================================================
-// function : prepareStdProgramFboBlit
-// purpose  :
-// =======================================================================
-Standard_Boolean OpenGl_ShaderManager::prepareStdProgramFboBlit (Handle(OpenGl_ShaderProgram)& theProgram,
-                                                                 Standard_Integer theNbSamples,
-                                                                 Standard_Boolean theIsFallback_sRGB)
-{
-  OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
-  aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-
-  TCollection_AsciiString aSrcVert =
-      EOL"void main()"
-      EOL"{"
-      EOL"  TexCoord    = occVertex.zw;"
-      EOL"  gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
-      EOL"}";
-
-  TCollection_AsciiString aSrcFrag;
-  if (theNbSamples > 1)
-  {
-  #if defined(GL_ES_VERSION_2_0)
-    aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("highp sampler2DMS uColorSampler", Graphic3d_TOS_FRAGMENT));
-    aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("highp sampler2DMS uDepthSampler", Graphic3d_TOS_FRAGMENT));
-  #else
-    aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uColorSampler", Graphic3d_TOS_FRAGMENT));
-    aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uDepthSampler", Graphic3d_TOS_FRAGMENT));
-  #endif
-    aSrcFrag = TCollection_AsciiString()
-    + EOL"#define THE_NUM_SAMPLES " + theNbSamples
-    + (theIsFallback_sRGB ? EOL"#define THE_SHIFT_sRGB" : "")
-    + EOL"void main()"
-      EOL"{"
-      EOL"  ivec2 aSize  = textureSize (uColorSampler);"
-      EOL"  ivec2 anUV   = ivec2 (vec2 (aSize) * TexCoord);"
-      EOL"  gl_FragDepth = texelFetch (uDepthSampler, anUV, THE_NUM_SAMPLES / 2 - 1).r;"
-      EOL
-      EOL"  vec4 aColor = vec4 (0.0);"
-      EOL"  for (int aSample = 0; aSample < THE_NUM_SAMPLES; ++aSample)"
-      EOL"  {"
-      EOL"    vec4 aVal = texelFetch (uColorSampler, anUV, aSample);"
-      EOL"    aColor += aVal;"
-      EOL"  }"
-      EOL"  aColor /= float(THE_NUM_SAMPLES);"
-      EOL"#ifdef THE_SHIFT_sRGB"
-      EOL"  aColor.rgb = pow (aColor.rgb, vec3 (1.0 / 2.2));"
-      EOL"#endif"
-      EOL"  occSetFragColor (aColor);"
-      EOL"}";
-  }
-  else
-  {
-    aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uColorSampler", Graphic3d_TOS_FRAGMENT));
-    aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uDepthSampler", Graphic3d_TOS_FRAGMENT));
-    aSrcFrag = TCollection_AsciiString()
-    + (theIsFallback_sRGB ? EOL"#define THE_SHIFT_sRGB" : "")
-    + EOL"void main()"
-      EOL"{"
-      EOL"  gl_FragDepth = occTexture2D (uDepthSampler, TexCoord).r;"
-      EOL"  vec4  aColor = occTexture2D (uColorSampler, TexCoord);"
-      EOL"#ifdef THE_SHIFT_sRGB"
-      EOL"  aColor.rgb = pow (aColor.rgb, vec3 (1.0 / 2.2));"
-      EOL"#endif"
-      EOL"  occSetFragColor (aColor);"
-      EOL"}";
-  }
-
-  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
-#if defined(GL_ES_VERSION_2_0)
-  if (myContext->IsGlGreaterEqual (3, 1))
-  {
-    // required for MSAA sampler
-    aProgramSrc->SetHeader ("#version 310 es");
-  }
-  else if (myContext->IsGlGreaterEqual (3, 0))
-  {
-    aProgramSrc->SetHeader ("#version 300 es");
-  }
-  else if (myContext->extFragDepth)
-  {
-    aProgramSrc->SetHeader ("#extension GL_EXT_frag_depth : enable"
-                         EOL"#define gl_FragDepth gl_FragDepthEXT");
-  }
-  else
-  {
-    // there is no way to draw into depth buffer
-    aSrcFrag =
-      EOL"void main()"
-      EOL"{"
-      EOL"  occSetFragColor (occTexture2D (uColorSampler, TexCoord));"
-      EOL"}";
-  }
-#else
-  if (myContext->core32 != NULL)
-  {
-    aProgramSrc->SetHeader ("#version 150");
-  }
-#endif
-  TCollection_AsciiString anId = "occt_blit";
-  if (theNbSamples > 1)
-  {
-    anId += TCollection_AsciiString ("_msaa") + theNbSamples;
-  }
-  if (theIsFallback_sRGB)
-  {
-    anId += "_gamma";
-  }
-  aProgramSrc->SetId (anId);
-  aProgramSrc->SetDefaultSampler (false);
-  aProgramSrc->SetNbLightsMax (0);
-  aProgramSrc->SetNbShadowMaps (0);
-  aProgramSrc->SetNbClipPlanesMax (0);
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts));
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramFboBlit (aNbSamples, theIsFallback_sRGB);
   TCollection_AsciiString aKey;
-  if (!Create (aProgramSrc, aKey, theProgram))
+  if (!Create (aProgramSrc, aKey, aProg))
   {
-    theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
-    return Standard_False;
+    aProg = new OpenGl_ShaderProgram(); // just mark as invalid
+    return false;
   }
 
-  myContext->BindProgram (theProgram);
-  theProgram->SetSampler (myContext, "uColorSampler", Graphic3d_TextureUnit_0);
-  theProgram->SetSampler (myContext, "uDepthSampler", Graphic3d_TextureUnit_1);
-  myContext->BindProgram (NULL);
-  return Standard_True;
+  myContext->BindProgram (aProg);
+  aProg->SetSampler (myContext, "uColorSampler", Graphic3d_TextureUnit_0);
+  aProg->SetSampler (myContext, "uDepthSampler", Graphic3d_TextureUnit_1);
+  return true;
 }
 
 // =======================================================================
-// function : prepareStdProgramOitCompositing
+// function : BindOitCompositingProgram
 // purpose  :
 // =======================================================================
-Standard_Boolean OpenGl_ShaderManager::prepareStdProgramOitCompositing (const Standard_Boolean theMsaa)
+Standard_Boolean OpenGl_ShaderManager::BindOitCompositingProgram (Standard_Boolean theIsMSAAEnabled)
 {
-  Handle(OpenGl_ShaderProgram)& aProgram = myOitCompositingProgram[theMsaa ? 1 : 0];
-  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
-  TCollection_AsciiString aSrcVert, aSrcFrag;
-
-  OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
-  aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-
-  aSrcVert =
-    EOL"void main()"
-    EOL"{"
-    EOL"  TexCoord    = occVertex.zw;"
-    EOL"  gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
-    EOL"}";
-
-  if (!theMsaa)
-  {
-    aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uAccumTexture",  Graphic3d_TOS_FRAGMENT));
-    aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uWeightTexture", Graphic3d_TOS_FRAGMENT));
-    aSrcFrag =
-      EOL"void main()"
-      EOL"{"
-      EOL"  vec4 aAccum   = occTexture2D (uAccumTexture,  TexCoord);"
-      EOL"  float aWeight = occTexture2D (uWeightTexture, TexCoord).r;"
-      EOL"  occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));"
-      EOL"}";
-  }
-  else
+  const Standard_Integer aProgramIdx = theIsMSAAEnabled ? 1 : 0;
+  Handle(OpenGl_ShaderProgram)& aProgram = myOitCompositingProgram[aProgramIdx];
+  if (!aProgram.IsNull())
   {
-    aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uAccumTexture",  Graphic3d_TOS_FRAGMENT));
-    aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2DMS uWeightTexture", Graphic3d_TOS_FRAGMENT));
-    aSrcFrag =
-      EOL"void main()"
-      EOL"{"
-      EOL"  ivec2 aTexel  = ivec2 (vec2 (textureSize (uAccumTexture)) * TexCoord);"
-      EOL"  vec4 aAccum   = texelFetch (uAccumTexture,  aTexel, gl_SampleID);"
-      EOL"  float aWeight = texelFetch (uWeightTexture, aTexel, gl_SampleID).r;"
-      EOL"  occSetFragColor (vec4 (aAccum.rgb / max (aWeight, 0.00001), aAccum.a));"
-      EOL"}";
-  }
-  defaultOitGlslVersion (aProgramSrc, "weight_oit", theMsaa);
-
-  aProgramSrc->SetDefaultSampler (false);
-  aProgramSrc->SetNbLightsMax (0);
-  aProgramSrc->SetNbShadowMaps (0);
-  aProgramSrc->SetNbClipPlanesMax (0);
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts));
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+    return myContext->BindProgram (aProgram);
+  }
+
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramOitCompositing (theIsMSAAEnabled);
   TCollection_AsciiString aKey;
   if (!Create (aProgramSrc, aKey, aProgram))
   {
     aProgram = new OpenGl_ShaderProgram(); // just mark as invalid
-    return Standard_False;
+    return false;
   }
 
   myContext->BindProgram (aProgram);
   aProgram->SetSampler (myContext, "uAccumTexture",  Graphic3d_TextureUnit_0);
   aProgram->SetSampler (myContext, "uWeightTexture", Graphic3d_TextureUnit_1);
-  myContext->BindProgram (Handle(OpenGl_ShaderProgram)());
-  return Standard_True;
+  return true;
 }
 
 // =======================================================================
-// function : prepareStdProgramOitDepthPeelingBlend
+// function : BindOitDepthPeelingBlendProgram
 // purpose  :
 // =======================================================================
-Standard_Boolean OpenGl_ShaderManager::prepareStdProgramOitDepthPeelingBlend (Standard_Boolean theMsaa)
+Standard_Boolean OpenGl_ShaderManager::BindOitDepthPeelingBlendProgram (bool theIsMSAAEnabled)
 {
-  Handle(OpenGl_ShaderProgram)& aProgram = myOitDepthPeelingBlendProgram[theMsaa ? 1 : 0];
-  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
-  TCollection_AsciiString aSrcVert, aSrcFrag;
-
-  OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
-  aSrcVert =
-    EOL"void main()"
-    EOL"{"
-    EOL"  gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
-    EOL"}";
-
-  aUniforms.Append (OpenGl_ShaderObject::ShaderVariable (theMsaa
-                                                       ? "sampler2DMS uDepthPeelingBackColor"
-                                                       :   "sampler2D uDepthPeelingBackColor", Graphic3d_TOS_FRAGMENT));
-  aSrcFrag = TCollection_AsciiString()
-  + EOL"void main()"
-    EOL"{"
-    EOL"  #define THE_SAMPLE_ID " + (theMsaa ? "gl_SampleID" : "0")
-  + EOL"  occFragColor = texelFetch (uDepthPeelingBackColor, ivec2 (gl_FragCoord.xy), THE_SAMPLE_ID);"
-    EOL"  if (occFragColor.a == 0.0) { discard; }"
-    EOL"}";
-
-  defaultOitGlslVersion (aProgramSrc, "oit_peeling_blend", theMsaa);
-  aProgramSrc->SetDefaultSampler (false);
-  aProgramSrc->SetNbLightsMax (0);
-  aProgramSrc->SetNbClipPlanesMax (0);
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts));
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+  const Standard_Integer aProgramIdx = theIsMSAAEnabled ? 1 : 0;
+  Handle(OpenGl_ShaderProgram)& aProgram = myOitDepthPeelingBlendProgram [aProgramIdx];
+  if (!aProgram.IsNull())
+  {
+    return myContext->BindProgram (aProgram);
+  }
+
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramOitDepthPeelingBlend (theIsMSAAEnabled);
   TCollection_AsciiString aKey;
   if (!Create (aProgramSrc, aKey, aProgram))
   {
@@ -1618,50 +1183,23 @@ Standard_Boolean OpenGl_ShaderManager::prepareStdProgramOitDepthPeelingBlend (St
 
   myContext->BindProgram (aProgram);
   aProgram->SetSampler (myContext, "uDepthPeelingBackColor", Graphic3d_TextureUnit_0);
-  myContext->BindProgram (Handle(OpenGl_ShaderProgram)());
   return true;
 }
 
 // =======================================================================
-// function : prepareStdProgramOitDepthPeelingFlush
+// function : BindOitDepthPeelingFlushProgram
 // purpose  :
 // =======================================================================
-Standard_Boolean OpenGl_ShaderManager::prepareStdProgramOitDepthPeelingFlush (Standard_Boolean theMsaa)
+Standard_Boolean OpenGl_ShaderManager::BindOitDepthPeelingFlushProgram (bool theIsMSAAEnabled)
 {
-  Handle(OpenGl_ShaderProgram)& aProgram = myOitDepthPeelingFlushProgram[theMsaa ? 1 : 0];
-  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
-  TCollection_AsciiString aSrcVert, aSrcFrag;
-
-  OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
-  aSrcVert =
-    EOL"void main()"
-    EOL"{"
-    EOL"  gl_Position = vec4 (occVertex.x, occVertex.y, 0.0, 1.0);"
-    EOL"}";
-
-  aUniforms.Append (OpenGl_ShaderObject::ShaderVariable (theMsaa
-                                                       ? "sampler2DMS uDepthPeelingFrontColor"
-                                                       :   "sampler2D uDepthPeelingFrontColor", Graphic3d_TOS_FRAGMENT));
-  aUniforms.Append (OpenGl_ShaderObject::ShaderVariable (theMsaa
-                                                       ? "sampler2DMS uDepthPeelingBackColor"
-                                                       :   "sampler2D uDepthPeelingBackColor", Graphic3d_TOS_FRAGMENT));
-  aSrcFrag = TCollection_AsciiString()
-  + EOL"void main()"
-    EOL"{"
-    EOL"  #define THE_SAMPLE_ID " + (theMsaa ? "gl_SampleID" : "0")
-  + EOL"  ivec2 aFragCoord  = ivec2 (gl_FragCoord.xy);"
-    EOL"  vec4  aFrontColor = texelFetch (uDepthPeelingFrontColor, aFragCoord, THE_SAMPLE_ID);"
-    EOL"  vec4  aBackColor  = texelFetch (uDepthPeelingBackColor,  aFragCoord, THE_SAMPLE_ID);"
-    EOL"  float anAlphaMult = 1.0 - aFrontColor.a;"
-    EOL"  occFragColor = vec4 (aFrontColor.rgb + anAlphaMult * aBackColor.rgb, aFrontColor.a + aBackColor.a);"
-    EOL"}";
-
-  defaultOitGlslVersion (aProgramSrc, "oit_peeling_flush", theMsaa);
-  aProgramSrc->SetDefaultSampler (false);
-  aProgramSrc->SetNbLightsMax (0);
-  aProgramSrc->SetNbClipPlanesMax (0);
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts));
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+  const Standard_Integer aProgramIdx = theIsMSAAEnabled ? 1 : 0;
+  Handle(OpenGl_ShaderProgram)& aProgram = myOitDepthPeelingFlushProgram [aProgramIdx];
+  if (!aProgram.IsNull())
+  {
+    return myContext->BindProgram (aProgram);
+  }
+
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramOitDepthPeelingFlush (theIsMSAAEnabled);
   TCollection_AsciiString aKey;
   if (!Create (aProgramSrc, aKey, aProgram))
   {
@@ -1672,288 +1210,9 @@ Standard_Boolean OpenGl_ShaderManager::prepareStdProgramOitDepthPeelingFlush (St
   myContext->BindProgram (aProgram);
   aProgram->SetSampler (myContext, "uDepthPeelingFrontColor", Graphic3d_TextureUnit_0);
   aProgram->SetSampler (myContext, "uDepthPeelingBackColor",  Graphic3d_TextureUnit_1);
-  myContext->BindProgram (Handle(OpenGl_ShaderProgram)());
   return true;
 }
 
-// =======================================================================
-// function : pointSpriteAlphaSrc
-// purpose  :
-// =======================================================================
-TCollection_AsciiString OpenGl_ShaderManager::pointSpriteAlphaSrc (Standard_Integer theBits)
-{
-  TCollection_AsciiString aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ").a; }";
-#if !defined(GL_ES_VERSION_2_0)
-  if (myContext->core11 == NULL
-   && (theBits & OpenGl_PO_PointSpriteA) == OpenGl_PO_PointSpriteA)
-  {
-    aSrcGetAlpha = EOL"float getAlpha(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ").r; }";
-  }
-#else
-  (void )theBits;
-#endif
-  return aSrcGetAlpha;
-}
-
-// =======================================================================
-// function : defaultGlslVersion
-// purpose  :
-// =======================================================================
-int OpenGl_ShaderManager::defaultGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
-                                              const TCollection_AsciiString& theName,
-                                              int theBits,
-                                              bool theUsesDerivates) const
-{
-  int aBits = theBits;
-  const bool toUseDerivates = theUsesDerivates
-                          || (theBits & OpenGl_PO_StippleLine) != 0
-                          || (theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureNormal;
-#if !defined(GL_ES_VERSION_2_0)
-  if (myContext->core32 != NULL)
-  {
-    theProgram->SetHeader ("#version 150");
-  }
-  else
-  {
-    const bool toUseMat2x3 = (theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureNormal;
-    if (toUseMat2x3) // TangentSpaceNormal() function uses mat2x3 type
-    {
-      if (myContext->IsGlGreaterEqual (2, 1))
-      {
-        theProgram->SetHeader ("#version 120");
-      }
-    }
-    if ((theBits & OpenGl_PO_StippleLine) != 0
-     || theProgram->IsPBR())
-    {
-      if (myContext->IsGlGreaterEqual (3, 0))
-      {
-        theProgram->SetHeader ("#version 130");
-      }
-      else if (myContext->CheckExtension ("GL_EXT_gpu_shader4")) // myContext->hasGlslBitwiseOps == OpenGl_FeatureInExtensions
-      {
-        // GL_EXT_gpu_shader4 defines GLSL type "unsigned int", while core GLSL specs define type "uint"
-        theProgram->SetHeader ("#extension GL_EXT_gpu_shader4 : enable\n"
-                               "#define uint unsigned int");
-      }
-    }
-  }
-  (void )toUseDerivates;
-#else
-
-#if defined(__EMSCRIPTEN__)
-  if (myContext->IsGlGreaterEqual (3, 0))
-  {
-    // consider this is browser responsibility to provide working WebGL 2.0 implementation
-    // and black-list broken drivers (there is no OpenGL ES greater than 3.0)
-    theProgram->SetHeader ("#version 300 es");
-  }
-#endif
-  // prefer "100 es" on OpenGL ES 3.0- devices (save the features unavailable before "300 es")
-  // and    "300 es" on OpenGL ES 3.1+ devices
-  if (myContext->IsGlGreaterEqual (3, 1))
-  {
-    if ((theBits & OpenGl_PO_NeedsGeomShader) != 0)
-    {
-      theProgram->SetHeader (myContext->hasGeometryStage != OpenGl_FeatureInExtensions ? "#version 320 es" : "#version 310 es");
-    }
-    else
-    {
-      theProgram->SetHeader ("#version 300 es");
-    }
-  }
-  else
-  {
-    TCollection_AsciiString aGles2Extensions;
-    if (theProgram->IsPBR())
-    {
-      if (myContext->IsGlGreaterEqual (3, 0))
-      {
-        theProgram->SetHeader ("#version 300 es");
-      }
-      else if (myContext->CheckExtension ("GL_EXT_shader_texture_lod"))
-      {
-        aGles2Extensions += "#extension GL_EXT_shader_texture_lod : enable\n"
-                            "#define textureCubeLod textureCubeLodEXT\n";
-      }
-    }
-    if ((theBits & OpenGl_PO_WriteOit) != 0
-     || (theBits & OpenGl_PO_OitDepthPeeling) != 0
-     || (theBits & OpenGl_PO_StippleLine) != 0)
-    {
-      if (myContext->IsGlGreaterEqual (3, 0))
-      {
-        theProgram->SetHeader ("#version 300 es");
-      }
-      else
-      {
-        aBits = aBits & ~OpenGl_PO_WriteOit;
-        aBits = aBits & ~OpenGl_PO_OitDepthPeeling;
-        if (!myContext->oesStdDerivatives)
-        {
-          aBits = aBits & ~OpenGl_PO_StippleLine;
-        }
-      }
-    }
-    if (toUseDerivates)
-    {
-      if (myContext->IsGlGreaterEqual (3, 0))
-      {
-        theProgram->SetHeader ("#version 300 es");
-      }
-      else if (myContext->oesStdDerivatives)
-      {
-        aGles2Extensions += "#extension GL_OES_standard_derivatives : enable\n";
-      }
-    }
-
-    if (!aGles2Extensions.IsEmpty())
-    {
-      theProgram->SetHeader (aGles2Extensions);
-    }
-  }
-#endif
-
-  // should fit OpenGl_PO_NB
-  char aBitsStr[64];
-  Sprintf (aBitsStr, "%04x", aBits);
-  theProgram->SetId (TCollection_AsciiString ("occt_") + theName + aBitsStr);
-  return aBits;
-}
-
-// =======================================================================
-// function : defaultOitGlslVersion
-// purpose  :
-// =======================================================================
-void OpenGl_ShaderManager::defaultOitGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
-                                                  const TCollection_AsciiString& theName,
-                                                  bool theMsaa) const
-{
-  if (theMsaa)
-  {
-  #if !defined(GL_ES_VERSION_2_0)
-    if (myContext->IsGlGreaterEqual (4, 0))
-    {
-      theProgram->SetHeader ("#version 400");
-    }
-  #else
-    if (myContext->IsGlGreaterEqual (3, 2))
-    {
-      theProgram->SetHeader ("#version 320 es");
-    }
-    else if (myContext->IsGlGreaterEqual (3, 0))
-    {
-      theProgram->SetHeader ("#version 300 es"); // with GL_OES_sample_variables extension
-    }
-  #endif
-  }
-  else
-  {
-  #if !defined(GL_ES_VERSION_2_0)
-    if (myContext->IsGlGreaterEqual (3, 2))
-    {
-      theProgram->SetHeader ("#version 150");
-    }
-  #else
-    if (myContext->IsGlGreaterEqual (3, 0))
-    {
-      theProgram->SetHeader ("#version 300 es");
-    }
-  #endif
-  }
-  theProgram->SetId (TCollection_AsciiString ("occt_") + theName + (theMsaa ? "_msaa" : ""));
-}
-
-// =======================================================================
-// function : prepareGeomMainSrc
-// purpose  :
-// =======================================================================
-TCollection_AsciiString OpenGl_ShaderManager::prepareGeomMainSrc (OpenGl_ShaderObject::ShaderVariableList& theUnifoms,
-                                                                  OpenGl_ShaderObject::ShaderVariableList& theStageInOuts,
-                                                                  Standard_Integer theBits)
-{
-  if ((theBits & OpenGl_PO_NeedsGeomShader) == 0)
-  {
-    return TCollection_AsciiString();
-  }
-
-  TCollection_AsciiString aSrcMainGeom =
-    EOL"void main()"
-    EOL"{";
-
-  if ((theBits & OpenGl_PO_MeshEdges) != 0)
-  {
-    theUnifoms.Append    (OpenGl_ShaderObject::ShaderVariable ("vec4 occViewport",       Graphic3d_TOS_GEOMETRY));
-    theUnifoms.Append    (OpenGl_ShaderObject::ShaderVariable ("bool occIsQuadMode",     Graphic3d_TOS_GEOMETRY));
-    theUnifoms.Append    (OpenGl_ShaderObject::ShaderVariable ("float occLineWidth",     Graphic3d_TOS_GEOMETRY));
-    theUnifoms.Append    (OpenGl_ShaderObject::ShaderVariable ("float occLineWidth",     Graphic3d_TOS_FRAGMENT));
-    theUnifoms.Append    (OpenGl_ShaderObject::ShaderVariable ("float occLineFeather",   Graphic3d_TOS_FRAGMENT));
-    theUnifoms.Append    (OpenGl_ShaderObject::ShaderVariable ("vec4 occWireframeColor", Graphic3d_TOS_FRAGMENT));
-    theStageInOuts.Append(OpenGl_ShaderObject::ShaderVariable ("vec3 EdgeDistance",      Graphic3d_TOS_GEOMETRY | Graphic3d_TOS_FRAGMENT));
-
-    aSrcMainGeom = TCollection_AsciiString()
-    + EOL"vec3 ViewPortTransform (vec4 theVec)"
-      EOL"{"
-      EOL"  vec3 aWinCoord = theVec.xyz / theVec.w;"
-      EOL"  aWinCoord    = aWinCoord * 0.5 + 0.5;"
-      EOL"  aWinCoord.xy = aWinCoord.xy * occViewport.zw + occViewport.xy;"
-      EOL"  return aWinCoord;"
-      EOL"}"
-    + aSrcMainGeom
-    + EOL"  vec3 aSideA = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[1].gl_Position);"
-      EOL"  vec3 aSideB = ViewPortTransform (gl_in[2].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);"
-      EOL"  vec3 aSideC = ViewPortTransform (gl_in[1].gl_Position) - ViewPortTransform (gl_in[0].gl_Position);"
-      EOL"  float aQuadArea = abs (aSideB.x * aSideC.y - aSideB.y * aSideC.x);"
-      EOL"  vec3 aLenABC    = vec3 (length (aSideA), length (aSideB), length (aSideC));"
-      EOL"  vec3 aHeightABC = vec3 (aQuadArea) / aLenABC;"
-      EOL"  aHeightABC = max (aHeightABC, vec3 (10.0 * occLineWidth));" // avoid shrunk presentation disappearing at distance
-      EOL"  float aQuadModeHeightC = occIsQuadMode ? occLineWidth + 1.0 : 0.0;";
-  }
-
-  for (Standard_Integer aVertIter = 0; aVertIter < 3; ++aVertIter)
-  {
-    const TCollection_AsciiString aVertIndex (aVertIter);
-    // pass variables from Vertex shader to Fragment shader through Geometry shader
-    for (OpenGl_ShaderObject::ShaderVariableList::Iterator aVarListIter (theStageInOuts); aVarListIter.More(); aVarListIter.Next())
-    {
-      if (aVarListIter.Value().Stages == (Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT))
-      {
-        const TCollection_AsciiString aVarName = aVarListIter.Value().Name.Token (" ", 2);
-        if (aVarName.Value (aVarName.Length()) == ']')
-        {
-          // copy the whole array
-          const TCollection_AsciiString aVarName2 = aVarName.Token ("[", 1);
-          aSrcMainGeom += TCollection_AsciiString()
-            + EOL"  geomOut." + aVarName2 + " = geomIn[" + aVertIndex + "]." + aVarName2 + ";";
-        }
-        else
-        {
-          aSrcMainGeom += TCollection_AsciiString()
-           + EOL"  geomOut." + aVarName + " = geomIn[" + aVertIndex + "]." + aVarName + ";";
-         }
-      }
-    }
-
-    if ((theBits & OpenGl_PO_MeshEdges) != 0)
-    {
-      switch (aVertIter)
-      {
-        case 0: aSrcMainGeom += EOL"  EdgeDistance = vec3 (aHeightABC[0], 0.0, aQuadModeHeightC);"; break;
-        case 1: aSrcMainGeom += EOL"  EdgeDistance = vec3 (0.0, aHeightABC[1], aQuadModeHeightC);"; break;
-        case 2: aSrcMainGeom += EOL"  EdgeDistance = vec3 (0.0, 0.0, aHeightABC[2]);"; break;
-      }
-    }
-    aSrcMainGeom += TCollection_AsciiString()
-     + EOL"  gl_Position = gl_in[" + aVertIndex + "].gl_Position;"
-       EOL"  EmitVertex();";
-  }
-  aSrcMainGeom +=
-    EOL"  EndPrimitive();"
-    EOL"}";
-
-  return aSrcMainGeom;
-}
-
 // =======================================================================
 // function : prepareStdProgramUnlit
 // purpose  :
@@ -1962,235 +1221,7 @@ Standard_Boolean OpenGl_ShaderManager::prepareStdProgramUnlit (Handle(OpenGl_Sha
                                                                Standard_Integer theBits,
                                                                Standard_Boolean theIsOutline)
 {
-  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
-  TCollection_AsciiString aSrcVert, aSrcVertExtraMain, aSrcVertExtraFunc, aSrcGetAlpha, aSrcVertEndMain;
-  TCollection_AsciiString aSrcFrag, aSrcFragExtraMain;
-  TCollection_AsciiString aSrcFragGetColor     = EOL"vec4 getColor(void) { return occColor; }";
-  TCollection_AsciiString aSrcFragMainGetColor = EOL"  occSetFragColor (getFinalColor());";
-  OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
-
-  if ((theBits & OpenGl_PO_IsPoint) != 0)
-  {
-  #if defined(GL_ES_VERSION_2_0)
-    aSrcVertExtraMain += EOL"  gl_PointSize = occPointSize;";
-  #endif
-
-    if ((theBits & OpenGl_PO_PointSprite) != 0)
-    {
-      aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
-      if ((theBits & OpenGl_PO_PointSpriteA) != OpenGl_PO_PointSpriteA)
-      {
-        aSrcFragGetColor =
-          EOL"vec4 getColor(void) { return occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord "); }";
-      }
-      else if ((theBits & OpenGl_PO_TextureRGB) != 0
-            && (theBits & OpenGl_PO_VertColor) == 0)
-      {
-        aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
-        aUniforms   .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
-        aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-        aSrcVertExtraMain +=
-          EOL"  VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
-        aSrcFragGetColor =
-          EOL"vec4 getColor(void) { return VertColor; }";
-      }
-
-      aSrcGetAlpha = pointSpriteAlphaSrc (theBits);
-
-    #if !defined(GL_ES_VERSION_2_0)
-      if (myContext->core11 != NULL
-        && myContext->IsGlGreaterEqual (2, 1))
-      {
-        aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
-      }
-    #endif
-
-      aSrcFragMainGetColor =
-        EOL"  vec4 aColor = getColor();"
-        EOL"  aColor.a = getAlpha();"
-        EOL"  if (aColor.a <= 0.1) discard;"
-        EOL"  occSetFragColor (aColor);";
-    }
-    else
-    {
-      if ((theBits & OpenGl_PO_TextureRGB) != 0
-       && (theBits & OpenGl_PO_VertColor) == 0)
-      {
-        aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
-        aUniforms   .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
-        aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-        aSrcVertExtraMain +=
-          EOL"  VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
-        aSrcFragGetColor =
-          EOL"vec4 getColor(void) { return VertColor; }";
-      }
-
-      aSrcFragMainGetColor =
-        EOL"  vec4 aColor = getColor();"
-        EOL"  if (aColor.a <= 0.1) discard;"
-        EOL"  occSetFragColor (aColor);";
-    }
-  }
-  else
-  {
-    if ((theBits & OpenGl_PO_HasTextures) != 0)
-    {
-      aUniforms   .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
-      aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-
-      if ((theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureEnv)
-      {
-        aSrcVertExtraFunc = THE_FUNC_transformNormal_view;
-
-        aSrcVertExtraMain +=
-          EOL"  vec4 aPosition = occWorldViewMatrix * occModelWorldMatrix * occVertex;"
-          EOL"  vec3 aNormal   = transformNormal (occNormal);"
-          EOL"  vec3 aReflect  = reflect (normalize (aPosition.xyz), aNormal);"
-          EOL"  aReflect.z += 1.0;"
-          EOL"  TexCoord = vec4(aReflect.xy * inversesqrt (dot (aReflect, aReflect)) * 0.5 + vec2 (0.5), 0.0, 1.0);";
-
-        aSrcFragGetColor =
-          EOL"vec4 getColor(void) { return occTexture2D (occSamplerBaseColor, TexCoord.st); }";
-      }
-      else
-      {
-        aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
-        aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
-
-        aSrcFragGetColor =
-          EOL"vec4 getColor(void) { return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w); }";
-      }
-    }
-  }
-  if ((theBits & OpenGl_PO_VertColor) != 0)
-  {
-    aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-    aSrcVertExtraMain += EOL"  VertColor = occVertColor;";
-    aSrcFragGetColor  =  EOL"vec4 getColor(void) { return VertColor; }";
-  }
-
-  int aNbClipPlanes = 0;
-  if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
-  {
-    aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-    aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 Position",      Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-    aSrcVertExtraMain +=
-      EOL"  PositionWorld = occModelWorldMatrix * occVertex;"
-      EOL"  Position      = occWorldViewMatrix * PositionWorld;";
-
-    if ((theBits & OpenGl_PO_ClipPlanesN) == OpenGl_PO_ClipPlanesN)
-    {
-      aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
-      aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
-                         ? THE_FRAG_CLIP_CHAINS_N
-                         : THE_FRAG_CLIP_PLANES_N;
-    }
-    else if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
-    {
-      aNbClipPlanes = 1;
-      aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
-    }
-    else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
-    {
-      aNbClipPlanes = 2;
-      aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
-                         ? THE_FRAG_CLIP_CHAINS_2
-                         : THE_FRAG_CLIP_PLANES_2;
-    }
-  }
-  if ((theBits & OpenGl_PO_OitDepthPeeling) != 0)
-  {
-    aProgramSrc->SetNbFragmentOutputs (3);
-    aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
-  }
-  else if ((theBits & OpenGl_PO_WriteOit) != 0)
-  {
-    aProgramSrc->SetNbFragmentOutputs (2);
-    aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
-  }
-
-  if (theIsOutline)
-  {
-    aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("float occOrthoScale",          Graphic3d_TOS_VERTEX));
-    aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("float occSilhouetteThickness", Graphic3d_TOS_VERTEX));
-    aSrcVertEndMain = THE_VERT_gl_Position_OUTLINE;
-  }
-  else if ((theBits & OpenGl_PO_StippleLine) != 0)
-  {
-    const Standard_Integer aBits = defaultGlslVersion (aProgramSrc, "unlit", theBits);
-    if ((aBits & OpenGl_PO_StippleLine) != 0)
-    {
-      if (myContext->hasGlslBitwiseOps != OpenGl_FeatureNotAvailable)
-      {
-        aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("int   occStipplePattern", Graphic3d_TOS_FRAGMENT));
-      }
-      else
-      {
-        aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("bool  occStipplePattern[16]", Graphic3d_TOS_FRAGMENT));
-      }
-      aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("float occStippleFactor",  Graphic3d_TOS_FRAGMENT));
-      aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 occViewport", Graphic3d_TOS_VERTEX));
-      aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 ScreenSpaceCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-      aSrcVertEndMain =
-        EOL"  vec2 aPosition   = gl_Position.xy / gl_Position.w;"
-        EOL"  aPosition        = aPosition * 0.5 + 0.5;"
-        EOL"  ScreenSpaceCoord = aPosition.xy * occViewport.zw + occViewport.xy;";
-      aSrcFragMainGetColor = TCollection_AsciiString()
-      + EOL"  vec2 anAxis = vec2 (0.0, 1.0);"
-        EOL"  if (abs (dFdx (ScreenSpaceCoord.x)) - abs (dFdy (ScreenSpaceCoord.y)) > 0.001)" 
-        EOL"  {"
-        EOL"    anAxis = vec2 (1.0, 0.0);"
-        EOL"  }"
-        EOL"  float aRotatePoint = dot (gl_FragCoord.xy, anAxis);"
-      + (myContext->hasGlslBitwiseOps != OpenGl_FeatureNotAvailable
-       ? EOL"  uint aBit = uint (floor (aRotatePoint / occStippleFactor + 0.5)) & 15U;"
-         EOL"  if ((uint (occStipplePattern) & (1U << aBit)) == 0U) discard;"
-       : EOL"  int aBit = int (mod (floor (aRotatePoint / occStippleFactor + 0.5), 16.0));"
-         EOL"  if (!occStipplePattern[aBit]) discard;")
-      + EOL"  vec4 aColor = getFinalColor();"
-        EOL"  if (aColor.a <= 0.1) discard;"
-        EOL"  occSetFragColor (aColor);";
-    }
-    else
-    {
-      myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_HIGH, "Warning: stipple lines in GLSL will be ignored.");
-    }
-  }
-
-  aSrcVert =
-      aSrcVertExtraFunc
-    + EOL"void main()"
-      EOL"{"
-    + aSrcVertExtraMain
-    + THE_VERT_gl_Position
-    + aSrcVertEndMain
-    + EOL"}";
-
-  TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
-  aSrcFragGetColor += (theBits & OpenGl_PO_MeshEdges) != 0
-    ? THE_FRAG_WIREFRAME_COLOR
-    : EOL"#define getFinalColor getColor";
-
-  aSrcFrag =
-      aSrcFragGetColor
-    + aSrcGetAlpha
-    + EOL"void main()"
-      EOL"{"
-      EOL"  if (occFragEarlyReturn()) { return; }"
-    + aSrcFragExtraMain
-    + aSrcFragMainGetColor
-    + EOL"}";
-
-  defaultGlslVersion (aProgramSrc, theIsOutline ? "outline" : "unlit", theBits);
-  aProgramSrc->SetDefaultSampler (false);
-  aProgramSrc->SetNbLightsMax (0);
-  aProgramSrc->SetNbShadowMaps (0);
-  aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
-  aProgramSrc->SetAlphaTest ((theBits & OpenGl_PO_AlphaTest) != 0);
-  const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramUnlit (theBits, theIsOutline);
   TCollection_AsciiString aKey;
   if (!Create (aProgramSrc, aKey, theProgram))
   {
@@ -2200,266 +1231,6 @@ Standard_Boolean OpenGl_ShaderManager::prepareStdProgramUnlit (Handle(OpenGl_Sha
   return Standard_True;
 }
 
-// =======================================================================
-// function : pointSpriteShadingSrc
-// purpose  :
-// =======================================================================
-TCollection_AsciiString OpenGl_ShaderManager::pointSpriteShadingSrc (const TCollection_AsciiString& theBaseColorSrc,
-                                                                     Standard_Integer theBits)
-{
-  TCollection_AsciiString aSrcFragGetColor;
-  if ((theBits & OpenGl_PO_PointSpriteA) == OpenGl_PO_PointSpriteA)
-  {
-    aSrcFragGetColor = pointSpriteAlphaSrc (theBits) +
-      EOL"vec4 getColor(void)"
-      EOL"{"
-      EOL"  vec4 aColor = " + theBaseColorSrc + ";"
-      EOL"  aColor.a = getAlpha();"
-      EOL"  if (aColor.a <= 0.1) discard;"
-      EOL"  return aColor;"
-      EOL"}";
-  }
-  else if ((theBits & OpenGl_PO_PointSprite) == OpenGl_PO_PointSprite)
-  {
-    aSrcFragGetColor = TCollection_AsciiString() +
-      EOL"vec4 getColor(void)"
-      EOL"{"
-      EOL"  vec4 aColor = " + theBaseColorSrc + ";"
-      EOL"  aColor = occTexture2D(occSamplerPointSprite, " THE_VEC2_glPointCoord ") * aColor;"
-      EOL"  if (aColor.a <= 0.1) discard;"
-      EOL"  return aColor;"
-      EOL"}";
-  }
-
-  return aSrcFragGetColor;
-}
-
-// =======================================================================
-// function : stdComputeLighting
-// purpose  :
-// =======================================================================
-TCollection_AsciiString OpenGl_ShaderManager::stdComputeLighting (Standard_Integer& theNbLights,
-                                                                  Standard_Boolean  theHasVertColor,
-                                                                  Standard_Boolean  theIsPBR,
-                                                                  Standard_Boolean  theHasEmissive,
-                                                                  Standard_Boolean  theHasShadowMap)
-{
-  TCollection_AsciiString aLightsFunc, aLightsLoop;
-  theNbLights = 0;
-  const Handle(Graphic3d_LightSet)& aLights = myLightSourceState.LightSources();
-  if (!aLights.IsNull())
-  {
-    const bool hasShadowMap = theHasShadowMap && myLightSourceState.HasShadowMaps();
-    theNbLights = aLights->NbEnabled();
-    if (theNbLights <= THE_NB_UNROLLED_LIGHTS_MAX)
-    {
-      Standard_Integer anIndex = 0;
-      if (hasShadowMap)
-      {
-        for (Graphic3d_LightSet::Iterator aLightIter (aLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
-             aLightIter.More(); aLightIter.Next())
-        {
-          if (aLightIter.Value()->Type() == Graphic3d_TOLS_DIRECTIONAL
-           && aLightIter.Value()->ToCastShadows())
-          {
-            aLightsLoop = aLightsLoop + EOL"    occDirectionalLight (" + anIndex + ", theNormal, theView, theIsFront,"
-                                        EOL"                         occDirectionalLightShadow (occShadowMapSamplers[" + anIndex + "], " + anIndex + ", theNormal));";
-            ++anIndex;
-          }
-        }
-      }
-      for (Graphic3d_LightSet::Iterator aLightIter (aLights, Graphic3d_LightSet::IterationFilter_ExcludeDisabledAndAmbient);
-           aLightIter.More(); aLightIter.Next())
-      {
-        switch (aLightIter.Value()->Type())
-        {
-          case Graphic3d_TOLS_AMBIENT:
-          {
-            break; // skip ambient
-          }
-          case Graphic3d_TOLS_DIRECTIONAL:
-          {
-            if (hasShadowMap
-             && aLightIter.Value()->ToCastShadows())
-            {
-              break;
-            }
-            aLightsLoop = aLightsLoop + EOL"    occDirectionalLight (" + anIndex + ", theNormal, theView, theIsFront, 1.0);";
-            ++anIndex;
-            break;
-          }
-          case Graphic3d_TOLS_POSITIONAL:
-          {
-            aLightsLoop = aLightsLoop + EOL"    occPointLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
-            ++anIndex;
-            break;
-          }
-          case Graphic3d_TOLS_SPOT:
-          {
-            aLightsLoop = aLightsLoop + EOL"    occSpotLight (" + anIndex + ", theNormal, theView, aPoint, theIsFront);";
-            ++anIndex;
-            break;
-          }
-        }
-      }
-    }
-    else
-    {
-      theNbLights = roundUpMaxLightSources (theNbLights);
-      bool isFirstInLoop = true;
-      aLightsLoop = aLightsLoop +
-        EOL"    for (int anIndex = 0; anIndex < occLightSourcesCount; ++anIndex)"
-        EOL"    {"
-        EOL"      int aType = occLight_Type (anIndex);";
-      if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) > 0)
-      {
-        isFirstInLoop = false;
-        aLightsLoop +=
-          EOL"      if (aType == OccLightType_Direct)"
-          EOL"      {"
-          EOL"        occDirectionalLight (anIndex, theNormal, theView, theIsFront, 1.0);"
-          EOL"      }";
-      }
-      if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_POSITIONAL) > 0)
-      {
-        if (!isFirstInLoop)
-        {
-          aLightsLoop += EOL"      else ";
-        }
-        isFirstInLoop = false;
-        aLightsLoop +=
-          EOL"      if (aType == OccLightType_Point)"
-          EOL"      {"
-          EOL"        occPointLight (anIndex, theNormal, theView, aPoint, theIsFront);"
-          EOL"      }";
-      }
-      if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_SPOT) > 0)
-      {
-        if (!isFirstInLoop)
-        {
-          aLightsLoop += EOL"      else ";
-        }
-        isFirstInLoop = false;
-        aLightsLoop +=
-          EOL"      if (aType == OccLightType_Spot)"
-          EOL"      {"
-          EOL"        occSpotLight (anIndex, theNormal, theView, aPoint, theIsFront);"
-          EOL"      }";
-      }
-      aLightsLoop += EOL"    }";
-    }
-
-    if (theIsPBR)
-    {
-      aLightsFunc += Shaders_PBRDistribution_glsl;
-      aLightsFunc += Shaders_PBRGeometry_glsl;
-      aLightsFunc += Shaders_PBRFresnel_glsl;
-      aLightsFunc += Shaders_PBRCookTorrance_glsl;
-      aLightsFunc += Shaders_PBRIllumination_glsl;
-    }
-
-    if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) == 1
-     && theNbLights == 1
-     && !theIsPBR
-     && !hasShadowMap)
-    {
-      // use the version with hard-coded first index
-      aLightsLoop = EOL"    directionalLightFirst(theNormal, theView, theIsFront, 1.0);";
-      aLightsFunc += THE_FUNC_directionalLightFirst;
-    }
-    else if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_DIRECTIONAL) > 0)
-    {
-      if (hasShadowMap)
-      {
-        aLightsFunc += Shaders_DirectionalLightShadow_glsl;
-      }
-      aLightsFunc += theIsPBR ? Shaders_PBRDirectionalLight_glsl : Shaders_PhongDirectionalLight_glsl;
-    }
-    if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_POSITIONAL) > 0)
-    {
-      aLightsFunc += theIsPBR ? Shaders_PBRPointLight_glsl : Shaders_PhongPointLight_glsl;
-    }
-    if (aLights->NbEnabledLightsOfType (Graphic3d_TOLS_SPOT) > 0)
-    {
-      aLightsFunc += theIsPBR ? Shaders_PBRSpotLight_glsl : Shaders_PhongSpotLight_glsl;
-    }
-  }
-
-  TCollection_AsciiString aGetMatAmbient = "theIsFront ? occFrontMaterial_Ambient()  : occBackMaterial_Ambient();";
-  TCollection_AsciiString aGetMatDiffuse = "theIsFront ? occFrontMaterial_Diffuse()  : occBackMaterial_Diffuse();";
-  if (theHasVertColor)
-  {
-    aGetMatAmbient = "getVertColor();";
-    aGetMatDiffuse = "getVertColor();";
-  }
-
-  if (!theIsPBR)
-  {
-    return TCollection_AsciiString()
-    + THE_FUNC_lightDef
-    + Shaders_PointLightAttenuation_glsl
-    + aLightsFunc
-    + EOL
-      EOL"vec4 computeLighting (in vec3 theNormal,"
-      EOL"                      in vec3 theView,"
-      EOL"                      in vec4 thePoint,"
-      EOL"                      in bool theIsFront)"
-      EOL"{"
-      EOL"  Ambient  = occLightAmbient.rgb;"
-      EOL"  Diffuse  = vec3 (0.0);"
-      EOL"  Specular = vec3 (0.0);"
-      EOL"  vec3 aPoint = thePoint.xyz / thePoint.w;"
-    + aLightsLoop
-    + EOL"  vec4 aMatAmbient  = " + aGetMatAmbient
-    + EOL"  vec4 aMatDiffuse  = " + aGetMatDiffuse
-    + EOL"  vec4 aMatSpecular = theIsFront ? occFrontMaterial_Specular() : occBackMaterial_Specular();"
-      EOL"  vec3 aColor = Ambient * aMatAmbient.rgb + Diffuse * aMatDiffuse.rgb + Specular * aMatSpecular.rgb;"
-      EOL"  occTextureOcclusion(aColor, TexCoord.st);"
-    + (theHasEmissive
-    ? EOL"  vec4 aMatEmission = theIsFront ? occFrontMaterial_Emission() : occBackMaterial_Emission();"
-      EOL"  aColor += aMatEmission.rgb;" : "")
-    + EOL"  return vec4 (aColor, aMatDiffuse.a);"
-      EOL"}";
-  }
-  else
-  {
-    return TCollection_AsciiString()
-    + THE_FUNC_PBR_lightDef
-    + Shaders_PointLightAttenuation_glsl
-    + aLightsFunc
-    + EOL
-      EOL"vec4 computeLighting (in vec3 theNormal,"
-      EOL"                      in vec3 theView,"
-      EOL"                      in vec4 thePoint,"
-      EOL"                      in bool theIsFront)"
-      EOL"{"
-      EOL"  DirectLighting = vec3(0.0);"
-      EOL"  BaseColor = " + (theHasVertColor ? "getVertColor();" : "occTextureColor(occPBRMaterial_Color (theIsFront), TexCoord.st / TexCoord.w);")
-    + EOL"  Emission            = occTextureEmissive(occPBRMaterial_Emission (theIsFront), TexCoord.st / TexCoord.w);"
-      EOL"  Metallic            = occTextureMetallic(occPBRMaterial_Metallic (theIsFront), TexCoord.st / TexCoord.w);"
-      EOL"  NormalizedRoughness = occTextureRoughness(occPBRMaterial_NormalizedRoughness (theIsFront), TexCoord.st / TexCoord.w);"
-      EOL"  Roughness = occRoughness (NormalizedRoughness);"
-      EOL"  IOR       = occPBRMaterial_IOR (theIsFront);"
-      EOL"  vec3 aPoint = thePoint.xyz / thePoint.w;"
-    + aLightsLoop
-    + EOL"  vec3 aColor = DirectLighting;"
-      EOL"  vec3 anIndirectLightingSpec = occPBRFresnel (BaseColor.rgb, Metallic, IOR);"
-      EOL"  vec2 aCoeff = occTexture2D (occEnvLUT, vec2(abs(dot(theView, theNormal)), NormalizedRoughness)).xy;"
-      EOL"  anIndirectLightingSpec *= aCoeff.x;"
-      EOL"  anIndirectLightingSpec += aCoeff.y;"
-      EOL"  anIndirectLightingSpec *= occTextureCubeLod (occSpecIBLMap, -reflect (theView, theNormal), NormalizedRoughness * float (occNbSpecIBLLevels - 1)).rgb;"
-      EOL"  vec3 aRefractionCoeff = 1.0 - occPBRFresnel (BaseColor.rgb, Metallic, NormalizedRoughness, IOR, abs(dot(theView, theNormal)));"
-      EOL"  aRefractionCoeff *= (1.0 - Metallic);"
-      EOL"  vec3 anIndirectLightingDiff = aRefractionCoeff * BaseColor.rgb * BaseColor.a;"
-      EOL"  anIndirectLightingDiff *= occDiffIBLMap (theNormal).rgb;"
-      EOL"  aColor += occLightAmbient.rgb * (anIndirectLightingDiff + anIndirectLightingSpec);"
-      EOL"  aColor += Emission;"
-      EOL"  occTextureOcclusion(aColor, TexCoord.st / TexCoord.w);"
-      EOL"  return vec4 (aColor, mix(1.0, BaseColor.a, aRefractionCoeff.x));"
-      EOL"}";
-  }
-}
-
 // =======================================================================
 // function : prepareStdProgramGouraud
 // purpose  :
@@ -2467,150 +1238,7 @@ TCollection_AsciiString OpenGl_ShaderManager::stdComputeLighting (Standard_Integ
 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramGouraud (Handle(OpenGl_ShaderProgram)& theProgram,
                                                                  const Standard_Integer        theBits)
 {
-  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
-  TCollection_AsciiString aSrcVert, aSrcVertColor, aSrcVertExtraMain;
-  TCollection_AsciiString aSrcFrag, aSrcFragExtraMain;
-  TCollection_AsciiString aSrcFragGetColor = EOL"vec4 getColor(void) { return gl_FrontFacing ? FrontColor : BackColor; }";
-  OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
-
-  if ((theBits & OpenGl_PO_IsPoint) != 0)
-  {
-  #if defined(GL_ES_VERSION_2_0)
-    aSrcVertExtraMain += EOL"  gl_PointSize = occPointSize;";
-  #endif
-
-    if ((theBits & OpenGl_PO_PointSprite) != 0)
-    {
-    #if !defined(GL_ES_VERSION_2_0)
-      if (myContext->core11 != NULL
-        && myContext->IsGlGreaterEqual (2, 1))
-      {
-        aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
-      }
-    #endif
-
-      aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
-      aSrcFragGetColor = pointSpriteShadingSrc ("gl_FrontFacing ? FrontColor : BackColor", theBits);
-    }
-
-    if ((theBits & OpenGl_PO_TextureRGB) != 0
-     && (theBits & OpenGl_PO_VertColor) == 0)
-    {
-      aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
-      aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
-      aSrcVertColor = EOL"vec4 getVertColor(void) { return occTexture2D (occSamplerBaseColor, occTexCoord.xy); }";
-    }
-  }
-  else
-  {
-    if ((theBits & OpenGl_PO_TextureRGB) != 0)
-    {
-      aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
-      aUniforms   .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
-      aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-      aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
-
-      aSrcFragGetColor =
-        EOL"vec4 getColor(void)"
-        EOL"{"
-        EOL"  vec4 aColor = gl_FrontFacing ? FrontColor : BackColor;"
-        EOL"  return occTexture2D(occSamplerBaseColor, TexCoord.st / TexCoord.w) * aColor;"
-        EOL"}";
-    }
-  }
-
-  if ((theBits & OpenGl_PO_VertColor) != 0)
-  {
-    aSrcVertColor = EOL"vec4 getVertColor(void) { return occVertColor; }";
-  }
-
-  int aNbClipPlanes = 0;
-  if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
-  {
-    aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-    aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 Position",      Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-    aSrcVertExtraMain +=
-      EOL"  PositionWorld = aPositionWorld;"
-      EOL"  Position      = aPosition;";
-
-    if ((theBits & OpenGl_PO_ClipPlanesN) == OpenGl_PO_ClipPlanesN)
-    {
-      aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
-      aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
-                         ? THE_FRAG_CLIP_CHAINS_N
-                         : THE_FRAG_CLIP_PLANES_N;
-    }
-    else if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
-    {
-      aNbClipPlanes = 1;
-      aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
-    }
-    else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
-    {
-      aNbClipPlanes = 2;
-      aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
-                          ? THE_FRAG_CLIP_CHAINS_2
-                          : THE_FRAG_CLIP_PLANES_2;
-    }
-  }
-  if ((theBits & OpenGl_PO_OitDepthPeeling) != 0)
-  {
-    aProgramSrc->SetNbFragmentOutputs (3);
-    aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
-  }
-  else if ((theBits & OpenGl_PO_WriteOit) != 0)
-  {
-    aProgramSrc->SetNbFragmentOutputs (2);
-    aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
-  }
-
-  aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 FrontColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-  aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 BackColor",  Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-
-  Standard_Integer aNbLights = 0;
-  const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, !aSrcVertColor.IsEmpty(), false, true, false);
-  aSrcVert = TCollection_AsciiString()
-    + THE_FUNC_transformNormal_view
-    + EOL
-    + aSrcVertColor
-    + aLights
-    + EOL"void main()"
-      EOL"{"
-      EOL"  vec4 aPositionWorld = occModelWorldMatrix * occVertex;"
-      EOL"  vec4 aPosition      = occWorldViewMatrix * aPositionWorld;"
-      EOL"  vec3 aNormal        = transformNormal (occNormal);"
-      EOL"  vec3 aView          = vec3 (0.0, 0.0, 1.0);"
-      EOL"  FrontColor  = computeLighting (aNormal, aView, aPosition, true);"
-      EOL"  BackColor   = computeLighting (aNormal, aView, aPosition, false);"
-    + aSrcVertExtraMain
-    + THE_VERT_gl_Position
-    + EOL"}";
-
-  TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
-  aSrcFragGetColor += (theBits & OpenGl_PO_MeshEdges) != 0
-    ? THE_FRAG_WIREFRAME_COLOR
-    : EOL"#define getFinalColor getColor";
-
-  aSrcFrag = TCollection_AsciiString()
-    + aSrcFragGetColor
-    + EOL"void main()"
-      EOL"{"
-      EOL"  if (occFragEarlyReturn()) { return; }"
-    + aSrcFragExtraMain
-    + EOL"  occSetFragColor (getFinalColor());"
-    + EOL"}";
-
-  const TCollection_AsciiString aProgId = TCollection_AsciiString ("gouraud-") + genLightKey (myLightSourceState.LightSources(), false) + "-";
-  defaultGlslVersion (aProgramSrc, aProgId, theBits);
-  aProgramSrc->SetDefaultSampler (false);
-  aProgramSrc->SetNbLightsMax (aNbLights);
-  aProgramSrc->SetNbShadowMaps (0);
-  aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
-  aProgramSrc->SetAlphaTest ((theBits & OpenGl_PO_AlphaTest) != 0);
-  const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramGouraud (myLightSourceState.LightSources(), theBits);
   TCollection_AsciiString aKey;
   if (!Create (aProgramSrc, aKey, theProgram))
   {
@@ -2629,264 +1257,10 @@ Standard_Boolean OpenGl_ShaderManager::prepareStdProgramPhong (Handle(OpenGl_Sha
                                                                const Standard_Boolean        theIsFlatNormal,
                                                                const Standard_Boolean        theIsPBR)
 {
-  TCollection_AsciiString aPosition = theIsPBR ? "PositionWorld" : "Position";
-  TCollection_AsciiString aPhongCompLight = TCollection_AsciiString() +
-    "computeLighting (normalize (Normal), normalize (View), " + aPosition + ", gl_FrontFacing)";
-  const bool isFlatNormal = theIsFlatNormal
-                         && myContext->hasFlatShading != OpenGl_FeatureNotAvailable;
-  const char* aDFdxSignReversion = "";
-#if defined(GL_ES_VERSION_2_0)
-  if (isFlatNormal != theIsFlatNormal)
-  {
-    myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION,
-                            GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
-                            "Warning: flat shading requires OpenGL ES 3.0+ or GL_OES_standard_derivatives extension.");
-  }
-  else if (isFlatNormal
-        && myContext->Vendor().Search("qualcomm") != -1)
-  {
-    // workaround Adreno driver bug computing reversed normal using dFdx/dFdy
-    aDFdxSignReversion = "-";
-    myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
-                            "Warning: applied workaround for flat shading normal computation using dFdx/dFdy on Adreno");
-  }
-#endif
-  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
-  aProgramSrc->SetPBR (theIsPBR);
-
-  TCollection_AsciiString aSrcVert, aSrcVertExtraFunc, aSrcVertExtraMain;
-  TCollection_AsciiString aSrcFrag, aSrcFragGetVertColor, aSrcFragExtraMain;
-  TCollection_AsciiString aSrcFragGetColor = TCollection_AsciiString() + EOL"vec4 getColor(void) { return " + aPhongCompLight +  "; }";
-  OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
-  if ((theBits & OpenGl_PO_IsPoint) != 0)
-  {
-  #if defined(GL_ES_VERSION_2_0)
-    aSrcVertExtraMain += EOL"  gl_PointSize = occPointSize;";
-  #endif
-
-    if ((theBits & OpenGl_PO_PointSprite) != 0)
-    {
-    #if !defined(GL_ES_VERSION_2_0)
-      if (myContext->core11 != NULL
-        && myContext->IsGlGreaterEqual (2, 1))
-      {
-        aProgramSrc->SetHeader ("#version 120"); // gl_PointCoord has been added since GLSL 1.2
-      }
-    #endif
-
-      aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerPointSprite", Graphic3d_TOS_FRAGMENT));
-      aSrcFragGetColor = pointSpriteShadingSrc (aPhongCompLight, theBits);
-    }
-
-    if ((theBits & OpenGl_PO_TextureRGB) != 0
-     && (theBits & OpenGl_PO_VertColor) == 0)
-    {
-      aProgramSrc->SetTextureSetBits (Graphic3d_TextureSetBits_BaseColor);
-      aUniforms   .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_VERTEX));
-      aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-
-      aSrcVertExtraMain   += EOL"  VertColor = occTexture2D (occSamplerBaseColor, occTexCoord.xy);";
-      aSrcFragGetVertColor = EOL"vec4 getVertColor(void) { return VertColor; }";
-    }
-  }
-  else
-  {
-    if ((theBits & OpenGl_PO_TextureRGB) != 0)
-    {
-      aUniforms   .Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occSamplerBaseColor", Graphic3d_TOS_FRAGMENT));
-      aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-      aSrcVertExtraMain += THE_VARY_TexCoord_Trsf;
-
-      Standard_Integer aTextureBits = Graphic3d_TextureSetBits_BaseColor | Graphic3d_TextureSetBits_Occlusion | Graphic3d_TextureSetBits_Emissive;
-      if (!theIsPBR)
-      {
-        aSrcFragGetColor = TCollection_AsciiString() +
-          EOL"vec4 getColor(void)"
-          EOL"{"
-          EOL"  vec2 aTexUV = TexCoord.st / TexCoord.w;"
-          EOL"  vec4 aColor = " + aPhongCompLight + ";"
-          EOL"  aColor *= occTexture2D(occSamplerBaseColor, aTexUV);"
-          EOL"  vec3 anEmission = occTextureEmissive((gl_FrontFacing ? occFrontMaterial_Emission() : occBackMaterial_Emission()).rgb, aTexUV);"
-          EOL"  aColor.rgb += anEmission;"
-          EOL"  return aColor;"
-          EOL"}";
-      }
-      else
-      {
-        aTextureBits |= Graphic3d_TextureSetBits_MetallicRoughness;
-      }
-      if ((theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureNormal
-       && !isFlatNormal)
-      {
-        if (myContext->hasFlatShading != OpenGl_FeatureNotAvailable)
-        {
-          aTextureBits |= Graphic3d_TextureSetBits_Normal;
-        }
-        else
-        {
-          myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
-                                  "Warning: ignoring Normal Map texture due to hardware capabilities");
-        }
-      }
-      aProgramSrc->SetTextureSetBits (aTextureBits);
-    }
-  }
-
-  if ((theBits & OpenGl_PO_VertColor) != 0)
-  {
-    aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 VertColor", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-    aSrcVertExtraMain   += EOL"  VertColor = occVertColor;";
-    aSrcFragGetVertColor = EOL"vec4 getVertColor(void) { return VertColor; }";
-  }
-
-  int aNbClipPlanes = 0;
-  if ((theBits & OpenGl_PO_ClipPlanesN) != 0)
-  {
-    if ((theBits & OpenGl_PO_ClipPlanesN) == OpenGl_PO_ClipPlanesN)
-    {
-      aNbClipPlanes = Graphic3d_ShaderProgram::THE_MAX_CLIP_PLANES_DEFAULT;
-      aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
-                         ? THE_FRAG_CLIP_CHAINS_N
-                         : THE_FRAG_CLIP_PLANES_N;
-    }
-    else if ((theBits & OpenGl_PO_ClipPlanes1) != 0)
-    {
-      aNbClipPlanes = 1;
-      aSrcFragExtraMain += THE_FRAG_CLIP_PLANES_1;
-    }
-    else if ((theBits & OpenGl_PO_ClipPlanes2) != 0)
-    {
-      aNbClipPlanes = 2;
-      aSrcFragExtraMain += (theBits & OpenGl_PO_ClipChains) != 0
-                         ? THE_FRAG_CLIP_CHAINS_2
-                         : THE_FRAG_CLIP_PLANES_2;
-    }
-  }
-  if ((theBits & OpenGl_PO_OitDepthPeeling) != 0)
-  {
-    aProgramSrc->SetNbFragmentOutputs (3);
-    aProgramSrc->SetOitOutput (Graphic3d_RTM_DEPTH_PEELING_OIT);
-  }
-  else if ((theBits & OpenGl_PO_WriteOit) != 0)
-  {
-    aProgramSrc->SetNbFragmentOutputs (2);
-    aProgramSrc->SetOitOutput (Graphic3d_RTM_BLEND_OIT);
-  }
-
-  if (isFlatNormal)
-  {
-    aSrcFragExtraMain += TCollection_AsciiString()
-      + EOL"  Normal = " + aDFdxSignReversion + "normalize (cross (dFdx (" + aPosition + ".xyz / " + aPosition + ".w), dFdy (" + aPosition + ".xyz / " + aPosition + ".w)));"
-        EOL"  if (!gl_FrontFacing) { Normal = -Normal; }";
-  }
-  else
-  {
-    aStageInOuts.Append(OpenGl_ShaderObject::ShaderVariable("vec3 vNormal", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-    aSrcVertExtraFunc += THE_FUNC_transformNormal_world;
-    aSrcVertExtraMain += EOL"  vNormal = transformNormal (occNormal);";
-    aSrcFragExtraMain += EOL"  Normal = vNormal;";
-
-    if ((theBits & OpenGl_PO_IsPoint) == 0
-     && (theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureNormal
-     && myContext->hasFlatShading != OpenGl_FeatureNotAvailable)
-    {
-      aSrcFrag += Shaders_TangentSpaceNormal_glsl;
-      // apply normal map texture
-      aSrcFragExtraMain +=
-        EOL"#if defined(THE_HAS_TEXTURE_NORMAL)"
-        EOL"  vec2 aTexCoord = TexCoord.st / TexCoord.w;"
-        EOL"  vec4 aMapNormalValue = occTextureNormal(aTexCoord);"
-        EOL"  if (aMapNormalValue.w > 0.5)"
-        EOL"  {"
-        EOL"    mat2 aDeltaUVMatrix = mat2 (dFdx(aTexCoord), dFdy(aTexCoord));"
-        EOL"    mat2x3 aDeltaVectorMatrix = mat2x3 (dFdx (PositionWorld.xyz), dFdy (PositionWorld.xyz));"
-        EOL"    Normal = TangentSpaceNormal (aDeltaUVMatrix, aDeltaVectorMatrix, aMapNormalValue.xyz, Normal, !gl_FrontFacing);"
-        EOL"  }"
-        EOL"#endif";
-    }
-    if (!theIsPBR)
-    {
-      aSrcFragExtraMain +=
-        EOL"  Normal = normalize ((occWorldViewMatrixInverseTranspose * vec4 (Normal, 0.0)).xyz);";
-    }
-  }
-
-  aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PositionWorld", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-  aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 Position",      Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-  aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec3 View",          Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-  if (myLightSourceState.HasShadowMaps())
-  {
-    aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("mat4      occShadowMapMatrices[THE_NB_SHADOWMAPS]", Graphic3d_TOS_VERTEX));
-    aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D occShadowMapSamplers[THE_NB_SHADOWMAPS]", Graphic3d_TOS_FRAGMENT));
-    aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec2      occShadowMapSizeBias",                    Graphic3d_TOS_FRAGMENT));
-
-    aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec4 PosLightSpace[THE_NB_SHADOWMAPS]", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-    aSrcVertExtraMain +=
-      EOL"  for (int aShadowIter = 0; aShadowIter < THE_NB_SHADOWMAPS; ++aShadowIter)"
-      EOL"  {"
-      EOL"    PosLightSpace[aShadowIter] = occShadowMapMatrices[aShadowIter] * PositionWorld;"
-      EOL"  }";
-  }
-
-  aSrcVert = TCollection_AsciiString()
-    + aSrcVertExtraFunc
-    + EOL"void main()"
-      EOL"{"
-      EOL"  PositionWorld = occModelWorldMatrix * occVertex;"
-      EOL"  Position      = occWorldViewMatrix * PositionWorld;"
-      EOL"  if (occProjectionMatrix[3][3] == 1.0)"
-      EOL"  {"
-      EOL"    View = vec3(0.0, 0.0, 1.0);"
-      EOL"  }"
-      EOL"  else"
-      EOL"  {"
-      EOL"    View = -Position.xyz;"
-      EOL"  }"
-    + (theIsPBR ? EOL"  View = (occWorldViewMatrixInverse * vec4(View, 0.0)).xyz;" : "")
-    + aSrcVertExtraMain
-    + THE_VERT_gl_Position
-    + EOL"}";
-
-  TCollection_AsciiString aSrcGeom = prepareGeomMainSrc (aUniforms, aStageInOuts, theBits);
-  aSrcFragGetColor += (theBits & OpenGl_PO_MeshEdges) != 0
-    ? THE_FRAG_WIREFRAME_COLOR
-    : EOL"#define getFinalColor getColor";
-
-  Standard_Integer aNbLights = 0;
   Standard_Integer aNbShadowMaps = myLightSourceState.HasShadowMaps()
                                  ? myLightSourceState.LightSources()->NbCastShadows()
                                  : 0;
-  const TCollection_AsciiString aLights = stdComputeLighting (aNbLights, !aSrcFragGetVertColor.IsEmpty(), theIsPBR,
-                                                              (theBits & OpenGl_PO_TextureRGB) == 0
-                                                           || (theBits & OpenGl_PO_IsPoint) != 0,
-                                                              myLightSourceState.HasShadowMaps());
-  aSrcFrag += TCollection_AsciiString()
-    + EOL
-    + aSrcFragGetVertColor
-    + EOL"vec3  Normal;"
-    + aLights
-    + aSrcFragGetColor
-    + EOL
-      EOL"void main()"
-      EOL"{"
-      EOL"  if (occFragEarlyReturn()) { return; }"
-    + aSrcFragExtraMain
-    + EOL"  occSetFragColor (getFinalColor());"
-    + EOL"}";
-
-  const TCollection_AsciiString aProgId = TCollection_AsciiString (theIsFlatNormal ? "flat-" : "phong-") + (theIsPBR ? "pbr-" : "")
-                                        + genLightKey (myLightSourceState.LightSources(), aNbShadowMaps > 0) + "-";
-  defaultGlslVersion (aProgramSrc, aProgId, theBits, isFlatNormal);
-  aProgramSrc->SetDefaultSampler (false);
-  aProgramSrc->SetNbLightsMax (aNbLights);
-  aProgramSrc->SetNbShadowMaps (aNbShadowMaps);
-  aProgramSrc->SetNbClipPlanesMax (aNbClipPlanes);
-  aProgramSrc->SetAlphaTest ((theBits & OpenGl_PO_AlphaTest) != 0);
-
-  const Standard_Integer aNbGeomInputVerts = !aSrcGeom.IsEmpty() ? 3 : 0;
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcGeom, Graphic3d_TOS_GEOMETRY, aUniforms, aStageInOuts, "geomIn", "geomOut", aNbGeomInputVerts));
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts, "", "", aNbGeomInputVerts));
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramPhong (myLightSourceState.LightSources(), theBits, theIsFlatNormal, theIsPBR, aNbShadowMaps);
   TCollection_AsciiString aKey;
   if (!Create (aProgramSrc, aKey, theProgram))
   {
@@ -2897,201 +1271,34 @@ Standard_Boolean OpenGl_ShaderManager::prepareStdProgramPhong (Handle(OpenGl_Sha
 }
 
 // =======================================================================
-// function : prepareStdProgramStereo
+// function : BindStereoProgram
 // purpose  :
 // =======================================================================
-Standard_Boolean OpenGl_ShaderManager::prepareStdProgramStereo (Handle(OpenGl_ShaderProgram)& theProgram,
-                                                                const Graphic3d_StereoMode    theStereoMode)
+Standard_Boolean OpenGl_ShaderManager::BindStereoProgram (Graphic3d_StereoMode theStereoMode)
 {
-  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
-  OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
-
-  aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable ("vec2 TexCoord", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-  TCollection_AsciiString aSrcVert =
-      EOL"void main()"
-      EOL"{"
-      EOL"  TexCoord    = occVertex.zw;"
-      EOL"  gl_Position = vec4(occVertex.x, occVertex.y, 0.0, 1.0);"
-      EOL"}";
-
-  TCollection_AsciiString aSrcFrag;
-  aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uLeftSampler",  Graphic3d_TOS_FRAGMENT));
-  aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("sampler2D uRightSampler", Graphic3d_TOS_FRAGMENT));
-  const char* aName = "stereo";
-  switch (theStereoMode)
-  {
-    case Graphic3d_StereoMode_Anaglyph:
-    {
-      aName = "anaglyph";
-      aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("mat4 uMultL", Graphic3d_TOS_FRAGMENT));
-      aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("mat4 uMultR", Graphic3d_TOS_FRAGMENT));
-      const TCollection_AsciiString aNormalize = mySRgbState
-                                               ? EOL"#define sRgb2linear(theColor) theColor"
-                                                 EOL"#define linear2sRgb(theColor) theColor"
-                                               : EOL"#define sRgb2linear(theColor) pow(theColor, vec4(2.2, 2.2, 2.2, 1.0))"
-                                                 EOL"#define linear2sRgb(theColor) pow(theColor, 1.0 / vec4(2.2, 2.2, 2.2, 1.0))";
-      aSrcFrag = aNormalize
-      + EOL"void main()"
-        EOL"{"
-        EOL"  vec4 aColorL = occTexture2D (uLeftSampler,  TexCoord);"
-        EOL"  vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
-        EOL"  aColorL = sRgb2linear (aColorL);"
-        EOL"  aColorR = sRgb2linear (aColorR);"
-        EOL"  vec4 aColor = uMultR * aColorR + uMultL * aColorL;"
-        EOL"  occSetFragColor (linear2sRgb (aColor));"
-        EOL"}";
-      break;
-    }
-    case Graphic3d_StereoMode_RowInterlaced:
-    {
-      aName = "row-interlaced";
-      aSrcFrag =
-          EOL"void main()"
-          EOL"{"
-          EOL"  vec4 aColorL = occTexture2D (uLeftSampler,  TexCoord);"
-          EOL"  vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
-          EOL"  if (int (mod (gl_FragCoord.y - 1023.5, 2.0)) != 1)"
-          EOL"  {"
-          EOL"    occSetFragColor (aColorL);"
-          EOL"  }"
-          EOL"  else"
-          EOL"  {"
-          EOL"    occSetFragColor (aColorR);"
-          EOL"  }"
-          EOL"}";
-      break;
-    }
-    case Graphic3d_StereoMode_ColumnInterlaced:
-    {
-      aName = "column-interlaced";
-      aSrcFrag =
-          EOL"void main()"
-          EOL"{"
-          EOL"  vec4 aColorL = occTexture2D (uLeftSampler,  TexCoord);"
-          EOL"  vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
-          EOL"  if (int (mod (gl_FragCoord.x - 1023.5, 2.0)) == 1)"
-          EOL"  {"
-          EOL"    occSetFragColor (aColorL);"
-          EOL"  }"
-          EOL"  else"
-          EOL"  {"
-          EOL"    occSetFragColor (aColorR);"
-          EOL"  }"
-          EOL"}";
-      break;
-    }
-    case Graphic3d_StereoMode_ChessBoard:
-    {
-      aName = "chessboard";
-      aSrcFrag =
-          EOL"void main()"
-          EOL"{"
-          EOL"  vec4 aColorL = occTexture2D (uLeftSampler,  TexCoord);"
-          EOL"  vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
-          EOL"  bool isEvenX = int(mod(floor(gl_FragCoord.x - 1023.5), 2.0)) != 1;"
-          EOL"  bool isEvenY = int(mod(floor(gl_FragCoord.y - 1023.5), 2.0)) == 1;"
-          EOL"  if ((isEvenX && isEvenY) || (!isEvenX && !isEvenY))"
-          EOL"  {"
-          EOL"    occSetFragColor (aColorL);"
-          EOL"  }"
-          EOL"  else"
-          EOL"  {"
-          EOL"    occSetFragColor (aColorR);"
-          EOL"  }"
-          EOL"}";
-      break;
-    }
-    case Graphic3d_StereoMode_SideBySide:
-    {
-      aName = "sidebyside";
-      aSrcFrag =
-          EOL"void main()"
-          EOL"{"
-          EOL"  vec2 aTexCoord = vec2 (TexCoord.x * 2.0, TexCoord.y);"
-          EOL"  if (TexCoord.x > 0.5)"
-          EOL"  {"
-          EOL"    aTexCoord.x -= 1.0;"
-          EOL"  }"
-          EOL"  vec4 aColorL = occTexture2D (uLeftSampler,  aTexCoord);"
-          EOL"  vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
-          EOL"  if (TexCoord.x <= 0.5)"
-          EOL"  {"
-          EOL"    occSetFragColor (aColorL);"
-          EOL"  }"
-          EOL"  else"
-          EOL"  {"
-          EOL"    occSetFragColor (aColorR);"
-          EOL"  }"
-          EOL"}";
-      break;
-    }
-    case Graphic3d_StereoMode_OverUnder:
-    {
-      aName = "overunder";
-      aSrcFrag =
-          EOL"void main()"
-          EOL"{"
-          EOL"  vec2 aTexCoord = vec2 (TexCoord.x, TexCoord.y * 2.0);"
-          EOL"  if (TexCoord.y > 0.5)"
-          EOL"  {"
-          EOL"    aTexCoord.y -= 1.0;"
-          EOL"  }"
-          EOL"  vec4 aColorL = occTexture2D (uLeftSampler,  aTexCoord);"
-          EOL"  vec4 aColorR = occTexture2D (uRightSampler, aTexCoord);"
-          EOL"  if (TexCoord.y <= 0.5)"
-          EOL"  {"
-          EOL"    occSetFragColor (aColorL);"
-          EOL"  }"
-          EOL"  else"
-          EOL"  {"
-          EOL"    occSetFragColor (aColorR);"
-          EOL"  }"
-          EOL"}";
-      break;
-    }
-    case Graphic3d_StereoMode_QuadBuffer:
-    case Graphic3d_StereoMode_SoftPageFlip:
-    case Graphic3d_StereoMode_OpenVR:
-    default:
-    {
-      /*const Handle(OpenGl_ShaderProgram)& aProgram = myStereoPrograms[Graphic3d_StereoMode_QuadBuffer];
-      if (!aProgram.IsNull())
-      {
-        return aProgram->IsValid();
-      }*/
-      aSrcFrag =
-          EOL"void main()"
-          EOL"{"
-          EOL"  vec4 aColorL = occTexture2D (uLeftSampler,  TexCoord);"
-          EOL"  vec4 aColorR = occTexture2D (uRightSampler, TexCoord);"
-          EOL"  aColorL.b = 0.0;"
-          EOL"  aColorL.g = 0.0;"
-          EOL"  aColorR.r = 0.0;"
-          EOL"  occSetFragColor (aColorL + aColorR);"
-          EOL"}";
-      break;
-    }
+  if (theStereoMode < 0 || theStereoMode >= Graphic3d_StereoMode_NB)
+  {
+    return false;
   }
 
-  defaultGlslVersion (aProgramSrc, aName, 0);
-  aProgramSrc->SetDefaultSampler (false);
-  aProgramSrc->SetNbLightsMax (0);
-  aProgramSrc->SetNbShadowMaps (0);
-  aProgramSrc->SetNbClipPlanesMax (0);
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts));
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+  Handle(OpenGl_ShaderProgram)& aProgram = myStereoPrograms[theStereoMode];
+  if (!aProgram.IsNull())
+  {
+    return myContext->BindProgram (aProgram);
+  }
+
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = getStdProgramStereo (theStereoMode);
   TCollection_AsciiString aKey;
-  if (!Create (aProgramSrc, aKey, theProgram))
+  if (!Create (aProgramSrc, aKey, aProgram))
   {
-    theProgram = new OpenGl_ShaderProgram(); // just mark as invalid
-    return Standard_False;
+    aProgram = new OpenGl_ShaderProgram(); // just mark as invalid
+    return false;
   }
 
-  myContext->BindProgram (theProgram);
-  theProgram->SetSampler (myContext, "uLeftSampler",  Graphic3d_TextureUnit_0);
-  theProgram->SetSampler (myContext, "uRightSampler", Graphic3d_TextureUnit_1);
-  myContext->BindProgram (NULL);
-  return Standard_True;
+  myContext->BindProgram (aProgram);
+  aProgram->SetSampler (myContext, "uLeftSampler",  Graphic3d_TextureUnit_0);
+  aProgram->SetSampler (myContext, "uRightSampler", Graphic3d_TextureUnit_1);
+  return true;
 }
 
 // =======================================================================
@@ -3100,33 +1307,7 @@ Standard_Boolean OpenGl_ShaderManager::prepareStdProgramStereo (Handle(OpenGl_Sh
 // =======================================================================
 Standard_Boolean OpenGl_ShaderManager::prepareStdProgramBoundBox()
 {
-  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
-
-  OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
-  aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec3 occBBoxCenter", Graphic3d_TOS_VERTEX));
-  aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("vec3 occBBoxSize",   Graphic3d_TOS_VERTEX));
-
-  TCollection_AsciiString aSrcVert =
-    EOL"void main()"
-    EOL"{"
-    EOL"  vec4 aCenter = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);"
-    EOL"  vec4 aPos    = vec4(occVertex.xyz * occBBoxSize + occBBoxCenter, 1.0);"
-    EOL"  gl_Position = occProjectionMatrix * occWorldViewMatrix * occModelWorldMatrix * aPos;"
-    EOL"}";
-
-  TCollection_AsciiString aSrcFrag =
-    EOL"void main()"
-    EOL"{"
-    EOL"  occSetFragColor (occColor);"
-    EOL"}";
-
-  defaultGlslVersion (aProgramSrc, "bndbox", 0);
-  aProgramSrc->SetDefaultSampler (false);
-  aProgramSrc->SetNbLightsMax (0);
-  aProgramSrc->SetNbShadowMaps (0);
-  aProgramSrc->SetNbClipPlanesMax (0);
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts));
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = Graphic3d_ShaderManager::getStdProgramBoundBox();
   TCollection_AsciiString aKey;
   if (!Create (aProgramSrc, aKey, myBoundBoxProgram))
   {
@@ -3180,50 +1361,7 @@ Standard_Boolean OpenGl_ShaderManager::prepareStdProgramBoundBox()
 // =======================================================================
 Standard_Boolean OpenGl_ShaderManager::preparePBREnvBakingProgram (Standard_Integer theIndex)
 {
-  Standard_ASSERT_RAISE (theIndex >= 0 && theIndex <= 2,"");
-  Handle(Graphic3d_ShaderProgram) aProgramSrc = new Graphic3d_ShaderProgram();
-  OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
-
-  TCollection_AsciiString aSrcVert = TCollection_AsciiString()
-  + THE_FUNC_cubemap_vector_transform
-  + Shaders_PBREnvBaking_vs;
-
-  TCollection_AsciiString aSrcFrag = TCollection_AsciiString()
-  + THE_FUNC_cubemap_vector_transform
-  + Shaders_PBRDistribution_glsl
-  + ((theIndex == 0 || theIndex == 2) ? "\n#define THE_TO_BAKE_DIFFUSE\n" : "\n#define THE_TO_BAKE_SPECULAR\n")
-  + (theIndex == 2 ? "\n#define THE_TO_PACK_FLOAT\n" : "")
-  + Shaders_PBREnvBaking_fs;
-
-  // constant array definition requires OpenGL 2.1+ or OpenGL ES 3.0+
-#if defined(GL_ES_VERSION_2_0)
-  if (myContext->IsGlGreaterEqual (3, 0))
-  {
-    aProgramSrc->SetHeader ("#version 300 es");
-  }
-  else if (myContext->CheckExtension ("GL_EXT_shader_texture_lod"))
-  {
-    aProgramSrc->SetHeader ("#extension GL_EXT_shader_texture_lod : enable\n"
-                            "#define textureCubeLod textureCubeLodEXT");
-  }
-  else
-  {
-    myContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_PORTABILITY, 0, GL_DEBUG_SEVERITY_MEDIUM,
-                            "Warning: incomplete PBR lighting implementation due to missing OpenGL ES 3.0 or GL_EXT_shader_texture_lod support.");
-  }
-#else
-  aProgramSrc->SetHeader ("#version 120");
-#endif
-
-  static const char* THE_BAKE_NAMES[3] = { "pbr_env_baking_diffuse", "pbr_env_baking_specular", "pbr_env_baking_difffallback" };
-  defaultGlslVersion (aProgramSrc, THE_BAKE_NAMES[theIndex], 0);
-  aProgramSrc->SetDefaultSampler (false);
-  aProgramSrc->SetNbLightsMax (0);
-  aProgramSrc->SetNbShadowMaps (0);
-  aProgramSrc->SetNbClipPlanesMax (0);
-  aProgramSrc->SetPBR (true);
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX,   aUniforms, aStageInOuts));
-  aProgramSrc->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+  Handle(Graphic3d_ShaderProgram) aProgramSrc = getPBREnvBakingProgram (theIndex);
   TCollection_AsciiString aKey;
   if (!Create (aProgramSrc, aKey, myPBREnvBakingProgram[theIndex]))
   {
@@ -3258,64 +1396,8 @@ const Handle(Graphic3d_ShaderProgram)& OpenGl_ShaderManager::GetBgCubeMapProgram
 {
   if (myBgCubeMapProgram.IsNull())
   {
-    myBgCubeMapProgram = new Graphic3d_ShaderProgram();
-
-    OpenGl_ShaderObject::ShaderVariableList aUniforms, aStageInOuts;
-    aStageInOuts.Append (OpenGl_ShaderObject::ShaderVariable("vec3 ViewDirection", Graphic3d_TOS_VERTEX | Graphic3d_TOS_FRAGMENT));
-    aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("samplerCube occSampler0", Graphic3d_TOS_FRAGMENT));
-    aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("int uYCoeff", Graphic3d_TOS_VERTEX));
-    aUniforms.Append (OpenGl_ShaderObject::ShaderVariable ("int uZCoeff", Graphic3d_TOS_VERTEX));
-
-    TCollection_AsciiString aSrcVert = TCollection_AsciiString()
-    + THE_FUNC_cubemap_vector_transform
-    + EOL"void main()"
-      EOL"{"
-      EOL"  ViewDirection = cubemapVectorTransform (occVertex.xyz, uYCoeff, uZCoeff);"
-      EOL"  vec4 aPos = occProjectionMatrix * occWorldViewMatrix * vec4(occVertex.xyz, 1.0);"
-      // setting Z to W ensures that final Z will be 1.0 after perspective division, (w/w=1))
-      // which allows rendering skybox after everything else with depth test enabled (GL_LEQUAL)
-      EOL"  gl_Position = aPos.xyww;"
-      EOL"}";
-
-    TCollection_AsciiString aDepthClamp;
-    if (!myContext->arbDepthClamp)
-    {
-      // workaround Z clamping issues on some GPUs
-      aDepthClamp = EOL"  gl_FragDepth = clamp (gl_FragDepth, 0.0, 1.0);";
-    #if defined(GL_ES_VERSION_2_0)
-      if (myContext->IsGlGreaterEqual (3, 0))
-      {
-        myBgCubeMapProgram->SetHeader ("#version 300 es");
-      }
-      else if (myContext->extFragDepth)
-      {
-        myBgCubeMapProgram->SetHeader ("#extension GL_EXT_frag_depth : enable"
-                                    EOL"#define gl_FragDepth gl_FragDepthEXT");
-      }
-      else
-      {
-        aDepthClamp.Clear();
-      }
-    #endif
-    }
-
-    TCollection_AsciiString aSrcFrag = TCollection_AsciiString()
-    + EOL"#define occEnvCubemap occSampler0"
-      EOL"void main()"
-      EOL"{"
-      EOL"  occSetFragColor (vec4(occTextureCube (occEnvCubemap, ViewDirection).rgb, 1.0));"
-    + aDepthClamp
-    + EOL"}";
-
-    defaultGlslVersion (myBgCubeMapProgram, "background_cubemap", 0);
-    myBgCubeMapProgram->SetDefaultSampler (false);
-    myBgCubeMapProgram->SetNbLightsMax (0);
-    myBgCubeMapProgram->SetNbShadowMaps (0);
-    myBgCubeMapProgram->SetNbClipPlanesMax (0);
-    myBgCubeMapProgram->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcVert, Graphic3d_TOS_VERTEX, aUniforms, aStageInOuts));
-    myBgCubeMapProgram->AttachShader (OpenGl_ShaderObject::CreateFromSource (aSrcFrag, Graphic3d_TOS_FRAGMENT, aUniforms, aStageInOuts));
+    myBgCubeMapProgram = getBgCubeMapProgram();
   }
-
   return myBgCubeMapProgram;
 }
 
@@ -3356,11 +1438,11 @@ Standard_Boolean OpenGl_ShaderManager::BindMarkerProgram (const Handle(OpenGl_Te
   if (!theTextures.IsNull()
     && theTextures->HasPointSprite())
   {
-    aBits |= theTextures->Last()->IsAlpha() ? OpenGl_PO_PointSpriteA : OpenGl_PO_PointSprite;
+    aBits |= theTextures->Last()->IsAlpha() ? Graphic3d_ShaderFlags_PointSpriteA : Graphic3d_ShaderFlags_PointSprite;
   }
   else
   {
-    aBits |= OpenGl_PO_PointSimple;
+    aBits |= Graphic3d_ShaderFlags_PointSimple;
   }
   Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theShadingModel, aBits);
   return bindProgramWithState (aProgram, theShadingModel);
index 44f2c2d3ac8d883084e8df2c89c8c2a581898415..4350e8fadd4a66ce968302594f309b07eb4363b7 100644 (file)
 #ifndef _OpenGl_ShaderManager_HeaderFile
 #define _OpenGl_ShaderManager_HeaderFile
 
-#include <Graphic3d_ShaderProgram.hxx>
-#include <Graphic3d_StereoMode.hxx>
-
-#include <NCollection_DataMap.hxx>
+#include <Graphic3d_ShaderManager.hxx>
 #include <NCollection_Sequence.hxx>
-
 #include <OpenGl_PBREnvironment.hxx>
 #include <OpenGl_SetOfShaderPrograms.hxx>
 #include <OpenGl_ShaderStates.hxx>
@@ -36,9 +32,9 @@ class OpenGl_VertexBuffer;
 typedef NCollection_Sequence<Handle(OpenGl_ShaderProgram)> OpenGl_ShaderProgramList;
 
 //! This class is responsible for managing shader programs.
-class OpenGl_ShaderManager : public Standard_Transient
+class OpenGl_ShaderManager : public Graphic3d_ShaderManager
 {
-  DEFINE_STANDARD_RTTIEXT(OpenGl_ShaderManager, Standard_Transient)
+  DEFINE_STANDARD_RTTIEXT(OpenGl_ShaderManager, Graphic3d_ShaderManager)
   friend class OpenGl_ShaderProgram;
 public:
 
@@ -90,10 +86,10 @@ public:
                                    Handle(OpenGl_ShaderProgram)& theProgram);
 
   //! Returns list of registered shader programs.
-  Standard_EXPORT const OpenGl_ShaderProgramList& ShaderPrograms() const;
+  const OpenGl_ShaderProgramList& ShaderPrograms() const { return myProgramList; }
 
   //! Returns true if no program objects are registered in the manager.
-  Standard_EXPORT Standard_Boolean IsEmpty() const;
+  Standard_Boolean IsEmpty() const { return myProgramList.IsEmpty(); }
 
   //! Bind program for filled primitives rendering
   Standard_Boolean BindFaceProgram (const Handle(OpenGl_TextureSet)& theTextures,
@@ -149,7 +145,7 @@ public:
     Standard_Integer aBits = getProgramBits (theTextures, theAlphaMode, Aspect_IS_SOLID, theHasVertColor, false, false);
     if (theLineType != Aspect_TOL_SOLID)
     {
-      aBits |= OpenGl_PO_StippleLine;
+      aBits |= Graphic3d_ShaderFlags_StippleLine;
     }
 
     Handle(OpenGl_ShaderProgram)& aProgram = getStdProgram (theShadingModel, aBits);
@@ -164,21 +160,7 @@ public:
                                                       const Handle(OpenGl_ShaderProgram)& theCustomProgram);
 
   //! Bind program for rendering alpha-textured font.
-  Standard_Boolean BindFontProgram (const Handle(OpenGl_ShaderProgram)& theCustomProgram)
-  {
-    if (!theCustomProgram.IsNull()
-     || myContext->caps->ffpEnable)
-    {
-      return bindProgramWithState (theCustomProgram, Graphic3d_TOSM_UNLIT);
-    }
-
-    if (myFontProgram.IsNull())
-    {
-      prepareStdProgramFont();
-    }
-
-    return bindProgramWithState (myFontProgram, Graphic3d_TOSM_UNLIT);
-  }
+  Standard_Boolean BindFontProgram (const Handle(OpenGl_ShaderProgram)& theCustomProgram);
 
   //! Bind program for outline rendering
   Standard_Boolean BindOutlineProgram()
@@ -208,60 +190,16 @@ public:
                                                        Standard_Boolean theIsFallback_sRGB);
 
   //! Bind program for blended order-independent transparency buffers compositing.
-  Standard_Boolean BindOitCompositingProgram (const Standard_Boolean theIsMSAAEnabled)
-  {
-    const Standard_Integer aProgramIdx = theIsMSAAEnabled ? 1 : 0;
-    if (myOitCompositingProgram[aProgramIdx].IsNull())
-    {
-      prepareStdProgramOitCompositing (theIsMSAAEnabled);
-    }
-
-    const Handle(OpenGl_ShaderProgram)& aProgram = myOitCompositingProgram [aProgramIdx];
-    return !aProgram.IsNull() && myContext->BindProgram (aProgram);
-  }
+  Standard_EXPORT Standard_Boolean BindOitCompositingProgram (Standard_Boolean theIsMSAAEnabled);
 
   //! Bind program for Depth Peeling order-independent transparency back color blending.
-  Standard_Boolean BindOitDepthPeelingBlendProgram (bool theIsMSAAEnabled)
-  {
-    const Standard_Integer aProgramIdx = theIsMSAAEnabled ? 1 : 0;
-    if (myOitDepthPeelingBlendProgram[aProgramIdx].IsNull())
-    {
-      prepareStdProgramOitDepthPeelingBlend (theIsMSAAEnabled);
-    }
-
-    const Handle(OpenGl_ShaderProgram)& aProgram = myOitDepthPeelingBlendProgram [aProgramIdx];
-    return !aProgram.IsNull() && myContext->BindProgram (aProgram);
-  }
+  Standard_EXPORT Standard_Boolean BindOitDepthPeelingBlendProgram (bool theIsMSAAEnabled);
 
   //! Bind program for Depth Peeling order-independent transparency flush.
-  Standard_Boolean BindOitDepthPeelingFlushProgram (bool theIsMSAAEnabled)
-  {
-    const Standard_Integer aProgramIdx = theIsMSAAEnabled ? 1 : 0;
-    if (myOitDepthPeelingFlushProgram[aProgramIdx].IsNull())
-    {
-      prepareStdProgramOitDepthPeelingFlush (theIsMSAAEnabled);
-    }
-
-    const Handle(OpenGl_ShaderProgram)& aProgram = myOitDepthPeelingFlushProgram [aProgramIdx];
-    return !aProgram.IsNull() && myContext->BindProgram (aProgram);
-  }
+  Standard_EXPORT Standard_Boolean BindOitDepthPeelingFlushProgram (bool theIsMSAAEnabled);
 
   //! Bind program for rendering stereoscopic image.
-  Standard_Boolean BindStereoProgram (const Graphic3d_StereoMode theStereoMode)
-  {
-    if (theStereoMode < 0 || theStereoMode >= Graphic3d_StereoMode_NB)
-    {
-      return Standard_False;
-    }
-
-    if (myStereoPrograms[theStereoMode].IsNull())
-    {
-      prepareStdProgramStereo (myStereoPrograms[theStereoMode], theStereoMode);
-    }
-    const Handle(OpenGl_ShaderProgram)& aProgram = myStereoPrograms[theStereoMode];
-    return !aProgram.IsNull()
-         && myContext->BindProgram (aProgram);
-  }
+  Standard_EXPORT Standard_Boolean BindStereoProgram (Graphic3d_StereoMode theStereoMode);
 
   //! Bind program for rendering bounding box.
   Standard_Boolean BindBoundBoxProgram()
@@ -613,20 +551,20 @@ protected:
     Standard_Integer aBits = 0;
     if (myContext->Clipping().HasClippingChains())
     {
-      aBits |= OpenGl_PO_ClipChains;
+      aBits |= Graphic3d_ShaderFlags_ClipChains;
     }
 
     if (aNbPlanes == 1)
     {
-      aBits |= OpenGl_PO_ClipPlanes1;
+      aBits |= Graphic3d_ShaderFlags_ClipPlanes1;
     }
     else if (aNbPlanes == 2)
     {
-      aBits |= OpenGl_PO_ClipPlanes2;
+      aBits |= Graphic3d_ShaderFlags_ClipPlanes2;
     }
     else
     {
-      aBits |= OpenGl_PO_ClipPlanesN;
+      aBits |= Graphic3d_ShaderFlags_ClipPlanesN;
     }
     return aBits;
   }
@@ -642,47 +580,47 @@ protected:
     Standard_Integer aBits = 0;
     if (theAlphaMode == Graphic3d_AlphaMode_Mask)
     {
-      aBits |= OpenGl_PO_AlphaTest;
+      aBits |= Graphic3d_ShaderFlags_AlphaTest;
     }
 
     aBits |= getClipPlaneBits();
     if (theEnableMeshEdges
      && myContext->hasGeometryStage != OpenGl_FeatureNotAvailable)
     {
-      aBits |= OpenGl_PO_MeshEdges;
+      aBits |= Graphic3d_ShaderFlags_MeshEdges;
       if (theInteriorStyle == Aspect_IS_HOLLOW)
       {
-        aBits |= OpenGl_PO_AlphaTest;
+        aBits |= Graphic3d_ShaderFlags_AlphaTest;
       }
     }
 
     if (theEnableEnvMap)
     {
       // Environment map overwrites material texture
-      aBits |= OpenGl_PO_TextureEnv;
+      aBits |= Graphic3d_ShaderFlags_TextureEnv;
     }
     else if (!theTextures.IsNull()
            && theTextures->HasNonPointSprite())
     {
-      aBits |= OpenGl_PO_TextureRGB;
+      aBits |= Graphic3d_ShaderFlags_TextureRGB;
       if ((theTextures->TextureSetBits() & Graphic3d_TextureSetBits_Normal) != 0)
       {
-        aBits |= OpenGl_PO_TextureNormal;
+        aBits |= Graphic3d_ShaderFlags_TextureNormal;
       }
     }
     if (theHasVertColor
      && theInteriorStyle != Aspect_IS_HIDDENLINE)
     {
-      aBits |= OpenGl_PO_VertColor;
+      aBits |= Graphic3d_ShaderFlags_VertColor;
     }
 
     if (myOitState.ActiveMode() == Graphic3d_RTM_BLEND_OIT)
     {
-      aBits |= OpenGl_PO_WriteOit;
+      aBits |= Graphic3d_ShaderFlags_WriteOit;
     }
     else if (myOitState.ActiveMode() == Graphic3d_RTM_DEPTH_PEELING_OIT)
     {
-      aBits |= OpenGl_PO_OitDepthPeeling;
+      aBits |= Graphic3d_ShaderFlags_OitDepthPeeling;
     }
     return aBits;
   }
@@ -692,7 +630,7 @@ protected:
                                                Standard_Integer theBits)
   {
     if (theShadingModel == Graphic3d_TOSM_UNLIT
-     || (theBits & OpenGl_PO_HasTextures) == OpenGl_PO_TextureEnv)
+     || (theBits & Graphic3d_ShaderFlags_HasTextures) == Graphic3d_ShaderFlags_TextureEnv)
     {
       // If environment map is enabled lighting calculations are
       // not needed (in accordance with default OCCT behavior)
@@ -712,30 +650,6 @@ protected:
     return aProgram;
   }
 
-  //! Prepare standard GLSL program for accessing point sprite alpha.
-  Standard_EXPORT TCollection_AsciiString pointSpriteAlphaSrc (Standard_Integer theBits);
-
-  //! Prepare standard GLSL program for computing point sprite shading.
-  Standard_EXPORT TCollection_AsciiString pointSpriteShadingSrc (const TCollection_AsciiString& theBaseColorSrc,
-                                                                 Standard_Integer theBits);
-
-  //! Prepare standard GLSL program for textured font.
-  Standard_EXPORT Standard_Boolean prepareStdProgramFont();
-
-  //! Prepare standard GLSL program for FBO blit operation.
-  Standard_EXPORT Standard_Boolean prepareStdProgramFboBlit (Handle(OpenGl_ShaderProgram)& theProgram,
-                                                             Standard_Integer theNbSamples,
-                                                             Standard_Boolean theIsFallback_sRGB);
-
-  //! Prepare standard GLSL programs for OIT compositing operation.
-  Standard_EXPORT Standard_Boolean prepareStdProgramOitCompositing (const Standard_Boolean theMsaa);
-
-  //! Prepare standard GLSL programs for OIT Depth Peeling blend operation.
-  Standard_EXPORT Standard_Boolean prepareStdProgramOitDepthPeelingBlend (Standard_Boolean theMsaa);
-
-  //! Prepare standard GLSL programs for OIT Depth Peeling flush operation.
-  Standard_EXPORT Standard_Boolean prepareStdProgramOitDepthPeelingFlush (Standard_Boolean theMsaa);
-
   //! Prepare standard GLSL program without lighting.
   Standard_EXPORT Standard_Boolean prepareStdProgramUnlit (Handle(OpenGl_ShaderProgram)& theProgram,
                                                            Standard_Integer theBits,
@@ -771,18 +685,6 @@ protected:
                                                            const Standard_Boolean        theIsFlatNormal = false,
                                                            const Standard_Boolean        theIsPBR = false);
 
-  //! Define computeLighting GLSL function depending on current lights configuration
-  //! @param theNbLights     [out] number of defined light sources
-  //! @param theHasVertColor [in]  flag to use getVertColor() instead of Ambient and Diffuse components of active material
-  //! @param theIsPBR        [in]  flag to activate PBR pipeline
-  //! @param theHasEmissive  [in]  flag to include emissive
-  //! @param theHasShadowMap [in]  flag to include shadow map
-  Standard_EXPORT TCollection_AsciiString stdComputeLighting (Standard_Integer& theNbLights,
-                                                              Standard_Boolean  theHasVertColor,
-                                                              Standard_Boolean  theIsPBR,
-                                                              Standard_Boolean  theHasEmissive,
-                                                              Standard_Boolean  theHasShadowMap);
-
   //! Bind specified program to current context and apply state.
   Standard_EXPORT Standard_Boolean bindProgramWithState (const Handle(OpenGl_ShaderProgram)& theProgram,
                                                          Graphic3d_TypeOfShadingModel theShadingModel);
@@ -790,29 +692,9 @@ protected:
   //! Set pointer myLightPrograms to active lighting programs set from myMapOfLightPrograms
   Standard_EXPORT void switchLightPrograms();
 
-  //! Prepare standard GLSL program for stereoscopic image.
-  Standard_EXPORT Standard_Boolean prepareStdProgramStereo (Handle(OpenGl_ShaderProgram)& theProgram,
-                                                            const Graphic3d_StereoMode    theStereoMode);
-
   //! Prepare standard GLSL program for bounding box.
   Standard_EXPORT Standard_Boolean prepareStdProgramBoundBox();
 
-  //! Prepare GLSL version header.
-  Standard_EXPORT Standard_Integer defaultGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
-                                                       const TCollection_AsciiString& theName,
-                                                       Standard_Integer theBits,
-                                                       bool theUsesDerivates = false) const;
-
-  //! Prepare GLSL version header for OIT composition programs.
-  Standard_EXPORT void defaultOitGlslVersion (const Handle(Graphic3d_ShaderProgram)& theProgram,
-                                              const TCollection_AsciiString& theName,
-                                              bool theMsaa) const;
-
-  //! Prepare GLSL source for geometry shader according to parameters.
-  Standard_EXPORT TCollection_AsciiString prepareGeomMainSrc (OpenGl_ShaderObject::ShaderVariableList& theUnifoms,
-                                                              OpenGl_ShaderObject::ShaderVariableList& theStageInOuts,
-                                                              Standard_Integer theBits);
-
   //! Prepare GLSL source for IBL generation used in PBR pipeline.
   Standard_EXPORT Standard_Boolean preparePBREnvBakingProgram (Standard_Integer theIndex);
 
@@ -893,7 +775,6 @@ protected:
   mutable Handle(OpenGl_PBREnvironment) myPBREnvironment;  //!< manager of IBL maps used in PBR pipeline
 
   OpenGl_Context*                    myContext;            //!< OpenGL context
-  Standard_Boolean                   mySRgbState;          //!< track sRGB state
 
 protected:
 
@@ -917,6 +798,4 @@ protected:
 
 };
 
-DEFINE_STANDARD_HANDLE(OpenGl_ShaderManager, Standard_Transient)
-
 #endif // _OpenGl_ShaderManager_HeaderFile
index abb78f6b7ec33ce5a5120491890f8af740368816..f9c5d4d8135d950deae9d7c0a0260942fa989e3f 100755 (executable)
@@ -64,143 +64,6 @@ static TCollection_AsciiString getShaderTypeString (GLenum theType)
   return "Shader";
 }
 
-// =======================================================================
-// function : CreateFromSource
-// purpose  :
-// =======================================================================
-Handle(Graphic3d_ShaderObject) OpenGl_ShaderObject::CreateFromSource (TCollection_AsciiString& theSource,
-                                                                      Graphic3d_TypeOfShaderObject theType,
-                                                                      const ShaderVariableList& theUniforms,
-                                                                      const ShaderVariableList& theStageInOuts,
-                                                                      const TCollection_AsciiString& theInName,
-                                                                      const TCollection_AsciiString& theOutName,
-                                                                      Standard_Integer theNbGeomInputVerts)
-{
-  if (theSource.IsEmpty())
-  {
-    return Handle(Graphic3d_ShaderObject)();
-  }
-
-  TCollection_AsciiString aSrcUniforms, aSrcInOuts, aSrcInStructs, aSrcOutStructs;
-  for (ShaderVariableList::Iterator anUniformIter (theUniforms); anUniformIter.More(); anUniformIter.Next())
-  {
-    const ShaderVariable& aVar = anUniformIter.Value();
-    if ((aVar.Stages & theType) != 0)
-    {
-      aSrcUniforms += TCollection_AsciiString("\nuniform ") + aVar.Name + ";";
-    }
-  }
-  for (ShaderVariableList::Iterator aVarListIter (theStageInOuts); aVarListIter.More(); aVarListIter.Next())
-  {
-    const ShaderVariable& aVar = aVarListIter.Value();
-    Standard_Integer aStageLower = IntegerLast(), aStageUpper = IntegerFirst();
-    Standard_Integer aNbStages = 0;
-    for (Standard_Integer aStageIter = Graphic3d_TOS_VERTEX; aStageIter <= (Standard_Integer )Graphic3d_TOS_COMPUTE; aStageIter = aStageIter << 1)
-    {
-      if ((aVar.Stages & aStageIter) != 0)
-      {
-        ++aNbStages;
-        aStageLower = Min (aStageLower, aStageIter);
-        aStageUpper = Max (aStageUpper, aStageIter);
-      }
-    }
-    if ((Standard_Integer )theType < aStageLower
-     || (Standard_Integer )theType > aStageUpper)
-    {
-      continue;
-    }
-
-    const Standard_Boolean hasGeomStage = theNbGeomInputVerts > 0
-                                       && aStageLower <  Graphic3d_TOS_GEOMETRY
-                                       && aStageUpper >= Graphic3d_TOS_GEOMETRY;
-    const Standard_Boolean isAllStagesVar = aStageLower == Graphic3d_TOS_VERTEX
-                                         && aStageUpper == Graphic3d_TOS_FRAGMENT;
-    if (hasGeomStage
-    || !theInName.IsEmpty()
-    || !theOutName.IsEmpty())
-    {
-      if (aSrcInStructs.IsEmpty()
-       && aSrcOutStructs.IsEmpty()
-       && isAllStagesVar)
-      {
-        if (theType == aStageLower)
-        {
-          aSrcOutStructs = "\nout VertexData\n{";
-        }
-        else if (theType == aStageUpper)
-        {
-          aSrcInStructs = "\nin VertexData\n{";
-        }
-        else // requires theInName/theOutName
-        {
-          aSrcInStructs  = "\nin  VertexData\n{";
-          aSrcOutStructs = "\nout VertexData\n{";
-        }
-      }
-    }
-
-    if (isAllStagesVar
-     && (!aSrcInStructs.IsEmpty()
-      || !aSrcOutStructs.IsEmpty()))
-    {
-      if (!aSrcInStructs.IsEmpty())
-      {
-        aSrcInStructs  += TCollection_AsciiString("\n  ") + aVar.Name + ";";
-      }
-      if (!aSrcOutStructs.IsEmpty())
-      {
-        aSrcOutStructs += TCollection_AsciiString("\n  ") + aVar.Name + ";";
-      }
-    }
-    else
-    {
-      if (theType == aStageLower)
-      {
-        aSrcInOuts += TCollection_AsciiString("\nTHE_SHADER_OUT ") + aVar.Name + ";";
-      }
-      else if (theType == aStageUpper)
-      {
-        aSrcInOuts += TCollection_AsciiString("\nTHE_SHADER_IN ") + aVar.Name + ";";
-      }
-    }
-  }
-
-  if (theType == Graphic3d_TOS_GEOMETRY)
-  {
-    aSrcUniforms.Prepend (TCollection_AsciiString()
-                        + "\nlayout (triangles) in;"
-                          "\nlayout (triangle_strip, max_vertices = " + theNbGeomInputVerts + ") out;");
-  }
-  if (!aSrcInStructs.IsEmpty()
-   && theType == Graphic3d_TOS_GEOMETRY)
-  {
-    aSrcInStructs  += TCollection_AsciiString ("\n} ") + theInName  + "[" + theNbGeomInputVerts + "];";
-  }
-  else if (!aSrcInStructs.IsEmpty())
-  {
-    aSrcInStructs += "\n}";
-    if (!theInName.IsEmpty())
-    {
-      aSrcInStructs += " ";
-      aSrcInStructs += theInName;
-    }
-    aSrcInStructs += ";";
-  }
-  if (!aSrcOutStructs.IsEmpty())
-  {
-    aSrcOutStructs += "\n}";
-    if (!theOutName.IsEmpty())
-    {
-      aSrcOutStructs += " ";
-      aSrcOutStructs += theOutName;
-    }
-    aSrcOutStructs += ";";
-  }
-
-  theSource.Prepend (aSrcUniforms + aSrcInStructs + aSrcOutStructs + aSrcInOuts);
-  return Graphic3d_ShaderObject::CreateFromSource (theType, theSource);
-}
-
 // =======================================================================
 // function : OpenGl_ShaderObject
 // purpose  : Creates uninitialized shader object
index 0d90082fb969f9b87e655bc165fa558dabb56467..4e4b5965b8cfba924a4f8fd1cf1e1193235074ac 100755 (executable)
@@ -31,46 +31,6 @@ public:
   //! Non-valid shader name.
   static const GLuint NO_SHADER = 0;
 
-public:
-
-  //! Structure defining shader uniform or in/out variable.
-  struct ShaderVariable
-  {
-    TCollection_AsciiString Name;   //!< variable name
-    Standard_Integer        Stages; //!< active stages as Graphic3d_TypeOfShaderObject bits;
-                                    //!  for in/out variables, intermediate stages will be automatically filled
-
-    //! Create new shader variable.
-    ShaderVariable (const TCollection_AsciiString& theVarName, Standard_Integer theShaderStageBits) : Name (theVarName), Stages (theShaderStageBits) {}
-
-    //! Empty constructor.
-    ShaderVariable() : Stages (0) {}
-  };
-
-  //! List of variable of shader program.
-  typedef NCollection_Sequence<ShaderVariable> ShaderVariableList;
-
-  //! This is a preprocessor for Graphic3d_ShaderObject::CreateFromSource() function.
-  //! Creates a new shader object from specified source according to list of uniforms and in/out variables.
-  //! @param theSource      shader object source code to modify
-  //! @param theType        shader object type to create
-  //! @param theUniforms    list of uniform variables
-  //! @param theStageInOuts list of stage in/out variables
-  //! @param theInName      name of input  variables block;
-  //!                       can be empty for accessing each variable without block prefix
-  //!                       (mandatory for stages accessing both inputs and outputs)
-  //! @param theOutName     name of output variables block;
-  //!                       can be empty for accessing each variable without block prefix
-  //!                       (mandatory for stages accessing both inputs and outputs)
-  //! @param theNbGeomInputVerts number of geometry shader input vertexes
-  Standard_EXPORT static Handle(Graphic3d_ShaderObject) CreateFromSource (TCollection_AsciiString& theSource,
-                                                                          Graphic3d_TypeOfShaderObject theType,
-                                                                          const ShaderVariableList& theUniforms,
-                                                                          const ShaderVariableList& theStageInOuts,
-                                                                          const TCollection_AsciiString& theInName  = TCollection_AsciiString(),
-                                                                          const TCollection_AsciiString& theOutName = TCollection_AsciiString(),
-                                                                          Standard_Integer theNbGeomInputVerts = 0);
-
 public:
 
   //! Creates uninitialized shader object.