2 //! @file DeclarationsImpl.glsl includes implementation of common functions and properties accessors
3 #if defined(FRAGMENT_SHADER)
4 //! Output color (and coverage for accumulation by OIT algorithm).
5 void occSetFragColor (in vec4 theColor)
7 #if defined(OCC_ALPHA_TEST)
8 if (theColor.a < occAlphaCutoff) discard;
10 #if defined(OCC_WRITE_WEIGHT_OIT_COVERAGE)
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);
15 occFragColor = theColor;
20 #if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0)
21 // arrays of light sources
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
26 #if defined(THE_IS_PBR)
27 vec3 occDiffIBLMap (in vec3 theNormal)
30 for (int i = 0; i < 9; ++i)
32 aSHCoeffs[i] = occTexture2D (occDiffIBLMapSHCoeffs, vec2 ((float(i) + 0.5) / 9.0, 0.0)).rgb;
36 + aSHCoeffs[1] * theNormal.x
37 + aSHCoeffs[2] * theNormal.y
38 + aSHCoeffs[3] * theNormal.z
40 + aSHCoeffs[4] * theNormal.x * theNormal.z
41 + aSHCoeffs[5] * theNormal.y * theNormal.z
42 + aSHCoeffs[6] * theNormal.x * theNormal.y
44 + aSHCoeffs[7] * (3.0 * theNormal.z * theNormal.z - 1.0)
45 + aSHCoeffs[8] * (theNormal.x * theNormal.x - theNormal.y * theNormal.y);
49 // front and back material properties accessors
50 #if defined(THE_IS_PBR)
51 uniform vec4 occPbrFrontMaterial[3];
52 uniform vec4 occPbrBackMaterial[3];
54 #define MIN_ROUGHNESS 0.01
55 float occRoughness (in float theNormalizedRoughness) { return theNormalizedRoughness * (1.0 - MIN_ROUGHNESS) + MIN_ROUGHNESS; }
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; }
62 uniform vec4 occFrontMaterial[5];
63 uniform vec4 occBackMaterial[5];
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]; }
69 float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; }
70 float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; }
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]; }
76 float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; }
77 float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; }
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; }
85 //! @endfile DeclarationsImpl.glsl