0031279: Visualization, TKOpenGl - environment background is misplaced within Ray...
[occt.git] / src / Shaders / DeclarationsImpl.glsl
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12381341 1
d95f5ce1 2//! @file DeclarationsImpl.glsl includes implementation of common functions and properties accessors
b17e5bae 3#if defined(FRAGMENT_SHADER)
c40eb6b9 4//! Output color (and coverage for accumulation by OIT algorithm).
b17e5bae 5void occSetFragColor (in vec4 theColor)
6{
c40eb6b9 7#if defined(OCC_ALPHA_TEST)
8 if (theColor.a < occAlphaCutoff) discard;
9#endif
10#if defined(OCC_WRITE_WEIGHT_OIT_COVERAGE)
b17e5bae 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);
b17e5bae 14#else
c40eb6b9 15 occFragColor = theColor;
b17e5bae 16#endif
c40eb6b9 17}
b17e5bae 18#endif
19
daf73ab7 20#if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0)
12381341 21// arrays of light sources
9504a30d 22uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters
23uniform THE_PREC_ENUM int occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types
67312b79 24#endif
25
26#if defined(THE_IS_PBR)
27vec3 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}
daf73ab7 47#endif
12381341 48
67312b79 49// front and back material properties accessors
50#if defined(THE_IS_PBR)
51uniform vec4 occPbrFrontMaterial[3];
52uniform vec4 occPbrBackMaterial[3];
53
54#define MIN_ROUGHNESS 0.01
67312b79 55float occRoughness (in float theNormalizedRoughness) { return theNormalizedRoughness * (1.0 - MIN_ROUGHNESS) + MIN_ROUGHNESS; }
72f6dc61 56vec4 occPBRMaterial_Color(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[0] : occPbrBackMaterial[0]; }
57vec3 occPBRMaterial_Emission(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[1].rgb : occPbrBackMaterial[1].rgb; }
58float occPBRMaterial_IOR(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[1].w : occPbrBackMaterial[1].w; }
59float occPBRMaterial_Metallic(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[2].b : occPbrBackMaterial[2].b; }
60float occPBRMaterial_NormalizedRoughness(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[2].g : occPbrBackMaterial[2].g; }
67312b79 61#else
12381341 62uniform vec4 occFrontMaterial[5];
63uniform vec4 occBackMaterial[5];
64
0adbd30f 65vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[0]; }
66vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[1]; }
67vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[2]; }
68vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[3]; }
12381341 69float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; }
70float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; }
71
0adbd30f 72vec4 occBackMaterial_Ambient(void) { return occBackMaterial[0]; }
73vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[1]; }
74vec4 occBackMaterial_Specular(void) { return occBackMaterial[2]; }
75vec4 occBackMaterial_Emission(void) { return occBackMaterial[3]; }
12381341 76float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; }
77float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; }
67312b79 78#endif
79f4f036 79
80// 2D texture coordinates transformation
81vec2 occTextureTrsf_Translation(void) { return occTexTrsf2d[0].xy; }
82vec2 occTextureTrsf_Scale(void) { return occTexTrsf2d[0].zw; }
83float occTextureTrsf_RotationSin(void) { return occTexTrsf2d[1].x; }
84float occTextureTrsf_RotationCos(void) { return occTexTrsf2d[1].y; }
d95f5ce1 85//! @endfile DeclarationsImpl.glsl