1 // Created on: 2013-10-10
2 // Created by: Denis BOGOLEPOV
3 // Copyright (c) 2013-2014 OPEN CASCADE SAS
5 // This file is part of Open CASCADE Technology software library.
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.
13 // Alternatively, this file may be used under the terms of Open CASCADE
14 // commercial license or contractual agreement.
16 // This file includes implementation of common functions and properties accessors
18 #if defined(FRAGMENT_SHADER)
19 #if defined(OCC_WRITE_WEIGHT_OIT_COVERAGE)
20 //! Output color and coverage for accumulation by OIT algorithm.
21 void occSetFragColor (in vec4 theColor)
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);
29 void occSetFragColor (in vec4 theColor) { occFragColor = theColor; }
33 #if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0)
34 // arrays of light sources
35 uniform THE_PREC_ENUM ivec2 occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types
36 uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters
38 // light source properties accessors
39 int occLight_Type (in int theId) { return occLightSourcesTypes[theId].x; }
40 int occLight_IsHeadlight (in int theId) { return occLightSourcesTypes[theId].y; }
41 vec4 occLight_Diffuse (in int theId) { return occLightSources[theId * 4 + 0]; }
42 vec4 occLight_Specular (in int theId) { return occLightSources[theId * 4 + 0]; }
43 vec4 occLight_Position (in int theId) { return occLightSources[theId * 4 + 1]; }
44 vec4 occLight_SpotDirection (in int theId) { return occLightSources[theId * 4 + 2]; }
45 float occLight_ConstAttenuation (in int theId) { return occLightSources[theId * 4 + 3].x; }
46 float occLight_LinearAttenuation (in int theId) { return occLightSources[theId * 4 + 3].y; }
47 float occLight_SpotCutOff (in int theId) { return occLightSources[theId * 4 + 3].z; }
48 float occLight_SpotExponent (in int theId) { return occLightSources[theId * 4 + 3].w; }
52 uniform vec4 occFrontMaterial[5];
53 uniform vec4 occBackMaterial[5];
55 // front material properties accessors
56 vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[0]; }
57 vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[1]; }
58 vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[2]; }
59 vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[3]; }
60 float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; }
61 float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; }
63 // back material properties accessors
64 vec4 occBackMaterial_Ambient(void) { return occBackMaterial[0]; }
65 vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[1]; }
66 vec4 occBackMaterial_Specular(void) { return occBackMaterial[2]; }
67 vec4 occBackMaterial_Emission(void) { return occBackMaterial[3]; }
68 float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; }
69 float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; }
71 // 2D texture coordinates transformation
72 vec2 occTextureTrsf_Translation(void) { return occTexTrsf2d[0].xy; }
73 vec2 occTextureTrsf_Scale(void) { return occTexTrsf2d[0].zw; }
74 float occTextureTrsf_RotationSin(void) { return occTexTrsf2d[1].x; }
75 float occTextureTrsf_RotationCos(void) { return occTexTrsf2d[1].y; }