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1 | // Created on: 2013-10-10 |
2 | // Created by: Denis BOGOLEPOV |
3 | // Copyright (c) 2013-2014 OPEN CASCADE SAS |
4 | // |
5 | // This file is part of Open CASCADE Technology software library. |
6 | // |
7 | // This library is free software; you can redistribute it and/or modify it under |
8 | // the terms of the GNU Lesser General Public License version 2.1 as published |
9 | // by the Free Software Foundation, with special exception defined in the file |
10 | // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT |
11 | // distribution for complete text of the license and disclaimer of any warranty. |
12 | // |
13 | // Alternatively, this file may be used under the terms of Open CASCADE |
14 | // commercial license or contractual agreement. |
15 | |
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16 | // This files includes definition of common uniform variables in OCCT GLSL programs |
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17 | |
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18 | #define THE_MAX_LIGHTS 8 |
19 | #define THE_MAX_CLIP_PLANES 8 |
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20 | |
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21 | // compatibility macros |
22 | #if (__VERSION__ >= 130) |
23 | #define THE_ATTRIBUTE in |
24 | #define THE_SHADER_IN in |
25 | #define THE_SHADER_OUT out |
26 | #define THE_OUT out |
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27 | #define occTexture1D texture |
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28 | #define occTexture2D texture |
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29 | #define occTexture3D texture |
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30 | #else |
31 | #define THE_ATTRIBUTE attribute |
32 | #define THE_SHADER_IN varying |
33 | #define THE_SHADER_OUT varying |
34 | #define THE_OUT |
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35 | #define occTexture1D texture1D |
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36 | #define occTexture2D texture2D |
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37 | #define occTexture3D texture3D |
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38 | #endif |
39 | |
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40 | #ifdef GL_ES |
41 | #define THE_PREC_ENUM lowp // enumerations should fit into lowp range |
42 | #else |
43 | #define THE_PREC_ENUM |
44 | #endif |
45 | |
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46 | // Vertex attributes |
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47 | #ifdef VERTEX_SHADER |
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48 | THE_ATTRIBUTE vec4 occVertex; |
49 | THE_ATTRIBUTE vec3 occNormal; |
50 | THE_ATTRIBUTE vec4 occTexCoord; |
51 | THE_ATTRIBUTE vec4 occVertColor; |
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52 | #elif defined(FRAGMENT_SHADER) |
53 | #if (__VERSION__ >= 130) |
54 | #ifdef OCC_ENABLE_draw_buffers |
55 | out vec4 occFragColorArray[2]; |
56 | #define occFragColor occFragColorArray[0] |
57 | #define occFragCoverage occFragColorArray[1] |
58 | #else |
59 | out vec4 occFragColor; |
60 | #endif |
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61 | #else |
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62 | #ifdef OCC_ENABLE_draw_buffers |
63 | #define occFragColor gl_FragData[0] |
64 | #define occFragCoverage gl_FragData[1] |
65 | #else |
66 | #define occFragColor gl_FragColor |
67 | #endif |
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68 | #endif |
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69 | #endif |
70 | |
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71 | // Matrix state |
72 | uniform mat4 occWorldViewMatrix; //!< World-view matrix |
73 | uniform mat4 occProjectionMatrix; //!< Projection matrix |
74 | uniform mat4 occModelWorldMatrix; //!< Model-world matrix |
75 | |
76 | uniform mat4 occWorldViewMatrixInverse; //!< Inverse of the world-view matrix |
77 | uniform mat4 occProjectionMatrixInverse; //!< Inverse of the projection matrix |
78 | uniform mat4 occModelWorldMatrixInverse; //!< Inverse of the model-world matrix |
79 | |
80 | uniform mat4 occWorldViewMatrixTranspose; //!< Transpose of the world-view matrix |
81 | uniform mat4 occProjectionMatrixTranspose; //!< Transpose of the projection matrix |
82 | uniform mat4 occModelWorldMatrixTranspose; //!< Transpose of the model-world matrix |
83 | |
84 | uniform mat4 occWorldViewMatrixInverseTranspose; //!< Transpose of the inverse of the world-view matrix |
85 | uniform mat4 occProjectionMatrixInverseTranspose; //!< Transpose of the inverse of the projection matrix |
86 | uniform mat4 occModelWorldMatrixInverseTranspose; //!< Transpose of the inverse of the model-world matrix |
87 | |
88 | // light type enumeration |
89 | const int OccLightType_Direct = 1; //!< directional light source |
90 | const int OccLightType_Point = 2; //!< isotropic point light source |
91 | const int OccLightType_Spot = 3; //!< spot light source |
92 | |
93 | // Light sources |
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94 | uniform vec4 occLightAmbient; //!< Cumulative ambient color |
95 | uniform THE_PREC_ENUM int occLightSourcesCount; //!< Total number of light sources |
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96 | int occLight_Type (in int theId); //!< Type of light source |
97 | int occLight_IsHeadlight (in int theId); //!< Is light a headlight? |
98 | vec4 occLight_Diffuse (in int theId); //!< Diffuse intensity for specified light source |
99 | vec4 occLight_Specular (in int theId); //!< Specular intensity (currently - equals to diffuse intencity) |
100 | vec4 occLight_Position (in int theId); //!< Position of specified light source |
101 | vec4 occLight_SpotDirection (in int theId); //!< Direction of specified spot light source |
102 | float occLight_ConstAttenuation (in int theId); //!< Const attenuation factor of positional light source |
103 | float occLight_LinearAttenuation (in int theId); //!< Linear attenuation factor of positional light source |
104 | float occLight_SpotCutOff (in int theId); //!< Maximum spread angle of the spot light (in radians) |
105 | float occLight_SpotExponent (in int theId); //!< Attenuation of the spot light intensity (from 0 to 1) |
106 | |
107 | // Front material properties accessors |
108 | vec4 occFrontMaterial_Emission(void); //!< Emission color |
109 | vec4 occFrontMaterial_Ambient(void); //!< Ambient reflection |
110 | vec4 occFrontMaterial_Diffuse(void); //!< Diffuse reflection |
111 | vec4 occFrontMaterial_Specular(void); //!< Specular reflection |
112 | float occFrontMaterial_Shininess(void); //!< Specular exponent |
113 | float occFrontMaterial_Transparency(void); //!< Transparency coefficient |
114 | |
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115 | // Back material properties accessors |
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116 | vec4 occBackMaterial_Emission(void); //!< Emission color |
117 | vec4 occBackMaterial_Ambient(void); //!< Ambient reflection |
118 | vec4 occBackMaterial_Diffuse(void); //!< Diffuse reflection |
119 | vec4 occBackMaterial_Specular(void); //!< Specular reflection |
120 | float occBackMaterial_Shininess(void); //!< Specular exponent |
121 | float occBackMaterial_Transparency(void); //!< Transparency coefficient |
122 | |
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123 | #define occActiveSampler occSampler0 //!< alias for backward compatibility |
124 | #define occSamplerBaseColor occSampler0 //!< alias to a base color texture |
125 | uniform sampler2D occSampler0; //!< current active sampler; |
126 | //! occSampler1, occSampler2,... should be defined in GLSL program body for multitexturing |
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127 | uniform vec4 occColor; //!< color value (in case of disabled lighting) |
128 | uniform THE_PREC_ENUM int occDistinguishingMode; //!< Are front and back faces distinguished? |
129 | uniform THE_PREC_ENUM int occTextureEnable; //!< Is texture enabled? |
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130 | uniform vec4 occTexTrsf2d[2]; //!< 2D texture transformation parameters |
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131 | uniform float occPointSize; //!< point size |
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132 | |
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133 | //! Parameters of blended order-independent transparency rendering algorithm |
134 | uniform int occOitOutput; //!< Enable bit for writing output color buffers for OIT (occFragColor, occFragCoverage) |
135 | uniform float occOitDepthFactor; //!< Influence of the depth component to the coverage of the accumulated fragment |
136 | |
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137 | //! Parameters of clipping planes |
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138 | uniform vec4 occClipPlaneEquations[THE_MAX_CLIP_PLANES]; |
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139 | uniform THE_PREC_ENUM int occClipPlaneCount; //!< Total number of clip planes |