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1 | |
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2 | //! @file DeclarationsImpl.glsl includes implementation of common functions and properties accessors |
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3 | #if defined(FRAGMENT_SHADER) |
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4 | //! Output color (and coverage for accumulation by OIT algorithm). |
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5 | void occSetFragColor (in vec4 theColor) |
6 | { |
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7 | #if defined(OCC_ALPHA_TEST) |
8 | if (theColor.a < occAlphaCutoff) discard; |
9 | #endif |
10 | #if defined(OCC_WRITE_WEIGHT_OIT_COVERAGE) |
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11 | float aWeight = theColor.a * clamp (1e+2 * pow (1.0 - gl_FragCoord.z * occOitDepthFactor, 3.0), 1e-2, 1e+2); |
12 | occFragCoverage.r = theColor.a * aWeight; |
13 | occFragColor = vec4 (theColor.rgb * theColor.a * aWeight, theColor.a); |
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14 | #else |
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15 | occFragColor = theColor; |
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16 | #endif |
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17 | } |
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18 | #endif |
19 | |
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20 | #if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0) |
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21 | // arrays of light sources |
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22 | uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters |
23 | uniform THE_PREC_ENUM int occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types |
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24 | #endif |
25 | |
26 | #if defined(THE_IS_PBR) |
27 | vec3 occDiffIBLMap (in vec3 theNormal) |
28 | { |
29 | vec3 aSHCoeffs[9]; |
30 | for (int i = 0; i < 9; ++i) |
31 | { |
32 | aSHCoeffs[i] = occTexture2D (occDiffIBLMapSHCoeffs, vec2 ((float(i) + 0.5) / 9.0, 0.0)).rgb; |
33 | } |
34 | return aSHCoeffs[0] |
35 | |
36 | + aSHCoeffs[1] * theNormal.x |
37 | + aSHCoeffs[2] * theNormal.y |
38 | + aSHCoeffs[3] * theNormal.z |
39 | |
40 | + aSHCoeffs[4] * theNormal.x * theNormal.z |
41 | + aSHCoeffs[5] * theNormal.y * theNormal.z |
42 | + aSHCoeffs[6] * theNormal.x * theNormal.y |
43 | |
44 | + aSHCoeffs[7] * (3.0 * theNormal.z * theNormal.z - 1.0) |
45 | + aSHCoeffs[8] * (theNormal.x * theNormal.x - theNormal.y * theNormal.y); |
46 | } |
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47 | #endif |
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48 | |
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49 | // front and back material properties accessors |
50 | #if defined(THE_IS_PBR) |
51 | uniform vec4 occPbrFrontMaterial[3]; |
52 | uniform vec4 occPbrBackMaterial[3]; |
53 | |
54 | #define MIN_ROUGHNESS 0.01 |
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55 | float occRoughness (in float theNormalizedRoughness) { return theNormalizedRoughness * (1.0 - MIN_ROUGHNESS) + MIN_ROUGHNESS; } |
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56 | vec4 occPBRMaterial_Color(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[0] : occPbrBackMaterial[0]; } |
57 | vec3 occPBRMaterial_Emission(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[1].rgb : occPbrBackMaterial[1].rgb; } |
58 | float occPBRMaterial_IOR(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[1].w : occPbrBackMaterial[1].w; } |
59 | float occPBRMaterial_Metallic(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[2].b : occPbrBackMaterial[2].b; } |
60 | float occPBRMaterial_NormalizedRoughness(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[2].g : occPbrBackMaterial[2].g; } |
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61 | #else |
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62 | uniform vec4 occFrontMaterial[5]; |
63 | uniform vec4 occBackMaterial[5]; |
64 | |
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65 | vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[0]; } |
66 | vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[1]; } |
67 | vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[2]; } |
68 | vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[3]; } |
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69 | float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; } |
70 | float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; } |
71 | |
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72 | vec4 occBackMaterial_Ambient(void) { return occBackMaterial[0]; } |
73 | vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[1]; } |
74 | vec4 occBackMaterial_Specular(void) { return occBackMaterial[2]; } |
75 | vec4 occBackMaterial_Emission(void) { return occBackMaterial[3]; } |
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76 | float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; } |
77 | float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; } |
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78 | #endif |
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79 | |
80 | // 2D texture coordinates transformation |
81 | vec2 occTextureTrsf_Translation(void) { return occTexTrsf2d[0].xy; } |
82 | vec2 occTextureTrsf_Scale(void) { return occTexTrsf2d[0].zw; } |
83 | float occTextureTrsf_RotationSin(void) { return occTexTrsf2d[1].x; } |
84 | float occTextureTrsf_RotationCos(void) { return occTexTrsf2d[1].y; } |
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85 | //! @endfile DeclarationsImpl.glsl |