0029337: Visualization, TKOpenGl - visual artifacts on Intel Broadwell GPU
[occt.git] / src / Shaders / DeclarationsImpl.glsl
CommitLineData
d5f74e42 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
12381341 16// This file includes implementation of common functions and properties accessors
17
b17e5bae 18#if defined(FRAGMENT_SHADER)
19#if defined(OCC_WRITE_WEIGHT_OIT_COVERAGE)
20//! Output color and coverage for accumulation by OIT algorithm.
21void occSetFragColor (in vec4 theColor)
22{
23 float aWeight = theColor.a * clamp (1e+2 * pow (1.0 - gl_FragCoord.z * occOitDepthFactor, 3.0), 1e-2, 1e+2);
24 occFragCoverage.r = theColor.a * aWeight;
25 occFragColor = vec4 (theColor.rgb * theColor.a * aWeight, theColor.a);
26}
27#else
28//! Output color.
29void occSetFragColor (in vec4 theColor) { occFragColor = theColor; }
30#endif
31#endif
32
daf73ab7 33#if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0)
12381341 34// arrays of light sources
8a53d1c4 35uniform THE_PREC_ENUM ivec2 occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types
36uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters
12381341 37
38// light source properties accessors
39int occLight_Type (in int theId) { return occLightSourcesTypes[theId].x; }
40int occLight_IsHeadlight (in int theId) { return occLightSourcesTypes[theId].y; }
41vec4 occLight_Diffuse (in int theId) { return occLightSources[theId * 4 + 0]; }
42vec4 occLight_Specular (in int theId) { return occLightSources[theId * 4 + 0]; }
43vec4 occLight_Position (in int theId) { return occLightSources[theId * 4 + 1]; }
44vec4 occLight_SpotDirection (in int theId) { return occLightSources[theId * 4 + 2]; }
45float occLight_ConstAttenuation (in int theId) { return occLightSources[theId * 4 + 3].x; }
46float occLight_LinearAttenuation (in int theId) { return occLightSources[theId * 4 + 3].y; }
47float occLight_SpotCutOff (in int theId) { return occLightSources[theId * 4 + 3].z; }
48float occLight_SpotExponent (in int theId) { return occLightSources[theId * 4 + 3].w; }
daf73ab7 49#endif
12381341 50
51// material state
52uniform vec4 occFrontMaterial[5];
53uniform vec4 occBackMaterial[5];
54
55// front material properties accessors
0adbd30f 56vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[0]; }
57vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[1]; }
58vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[2]; }
59vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[3]; }
12381341 60float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; }
61float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; }
62
63// back material properties accessors
0adbd30f 64vec4 occBackMaterial_Ambient(void) { return occBackMaterial[0]; }
65vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[1]; }
66vec4 occBackMaterial_Specular(void) { return occBackMaterial[2]; }
67vec4 occBackMaterial_Emission(void) { return occBackMaterial[3]; }
12381341 68float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; }
69float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; }
79f4f036 70
71// 2D texture coordinates transformation
72vec2 occTextureTrsf_Translation(void) { return occTexTrsf2d[0].xy; }
73vec2 occTextureTrsf_Scale(void) { return occTexTrsf2d[0].zw; }
74float occTextureTrsf_RotationSin(void) { return occTexTrsf2d[1].x; }
75float occTextureTrsf_RotationCos(void) { return occTexTrsf2d[1].y; }