1 // This file has been automatically generated from resource file src/Shaders/DeclarationsImpl.glsl
3 static const char Shaders_DeclarationsImpl_glsl[] =
5 "//! @file DeclarationsImpl.glsl includes implementation of common functions and properties accessors\n"
6 "#if defined(FRAGMENT_SHADER)\n"
7 "//! Output color (and coverage for accumulation by OIT algorithm).\n"
8 "void occSetFragColor (in vec4 theColor)\n"
10 "#if defined(OCC_ALPHA_TEST)\n"
11 " if (theColor.a < occAlphaCutoff) discard;\n"
13 "#if defined(OCC_WRITE_WEIGHT_OIT_COVERAGE)\n"
14 " float aWeight = theColor.a * clamp (1e+2 * pow (1.0 - gl_FragCoord.z * occOitDepthFactor, 3.0), 1e-2, 1e+2);\n"
15 " occFragCoverage.r = theColor.a * aWeight;\n"
16 " occFragColor = vec4 (theColor.rgb * theColor.a * aWeight, theColor.a);\n"
18 " occFragColor = theColor;\n"
23 "#if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0)\n"
24 "// arrays of light sources\n"
25 "uniform THE_PREC_ENUM ivec2 occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types\n"
26 "uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters\n"
28 "// light source properties accessors\n"
29 "int occLight_Type (in int theId) { return occLightSourcesTypes[theId].x; }\n"
30 "int occLight_IsHeadlight (in int theId) { return occLightSourcesTypes[theId].y; }\n"
31 "vec4 occLight_Diffuse (in int theId) { return occLightSources[theId * 4 + 0]; }\n"
32 "vec4 occLight_Specular (in int theId) { return occLightSources[theId * 4 + 0]; }\n"
33 "vec4 occLight_Position (in int theId) { return occLightSources[theId * 4 + 1]; }\n"
34 "vec4 occLight_SpotDirection (in int theId) { return occLightSources[theId * 4 + 2]; }\n"
35 "float occLight_ConstAttenuation (in int theId) { return occLightSources[theId * 4 + 3].x; }\n"
36 "float occLight_LinearAttenuation (in int theId) { return occLightSources[theId * 4 + 3].y; }\n"
37 "float occLight_SpotCutOff (in int theId) { return occLightSources[theId * 4 + 3].z; }\n"
38 "float occLight_SpotExponent (in int theId) { return occLightSources[theId * 4 + 3].w; }\n"
42 "uniform vec4 occFrontMaterial[5];\n"
43 "uniform vec4 occBackMaterial[5];\n"
45 "// front material properties accessors\n"
46 "vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[0]; }\n"
47 "vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[1]; }\n"
48 "vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[2]; }\n"
49 "vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[3]; }\n"
50 "float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; }\n"
51 "float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; }\n"
53 "// back material properties accessors\n"
54 "vec4 occBackMaterial_Ambient(void) { return occBackMaterial[0]; }\n"
55 "vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[1]; }\n"
56 "vec4 occBackMaterial_Specular(void) { return occBackMaterial[2]; }\n"
57 "vec4 occBackMaterial_Emission(void) { return occBackMaterial[3]; }\n"
58 "float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; }\n"
59 "float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; }\n"
61 "// 2D texture coordinates transformation\n"
62 "vec2 occTextureTrsf_Translation(void) { return occTexTrsf2d[0].xy; }\n"
63 "vec2 occTextureTrsf_Scale(void) { return occTexTrsf2d[0].zw; }\n"
64 "float occTextureTrsf_RotationSin(void) { return occTexTrsf2d[1].x; }\n"
65 "float occTextureTrsf_RotationCos(void) { return occTexTrsf2d[1].y; }\n"
66 "//! @endfile DeclarationsImpl.glsl\n";