// Created on: 2013-10-10 // Created by: Denis BOGOLEPOV // Copyright (c) 2013-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. // This files includes definition of common uniform variables in OCCT GLSL programs #define THE_MAX_LIGHTS 8 #define THE_MAX_CLIP_PLANES 8 // compatibility macros #if (__VERSION__ >= 130) #define THE_ATTRIBUTE in #define THE_SHADER_IN in #define THE_SHADER_OUT out #define THE_OUT out #define occTexture2D texture #else #define THE_ATTRIBUTE attribute #define THE_SHADER_IN varying #define THE_SHADER_OUT varying #define THE_OUT #define occTexture2D texture2D #endif #ifdef GL_ES #define THE_PREC_ENUM lowp // enumerations should fit into lowp range #else #define THE_PREC_ENUM #endif // Vertex attributes #ifdef VERTEX_SHADER THE_ATTRIBUTE vec4 occVertex; THE_ATTRIBUTE vec3 occNormal; THE_ATTRIBUTE vec4 occTexCoord; THE_ATTRIBUTE vec4 occVertColor; #elif (__VERSION__ >= 130) out vec4 occFragColor; #else #define occFragColor gl_FragColor #endif // Matrix state uniform mat4 occWorldViewMatrix; //!< World-view matrix uniform mat4 occProjectionMatrix; //!< Projection matrix uniform mat4 occModelWorldMatrix; //!< Model-world matrix uniform mat4 occWorldViewMatrixInverse; //!< Inverse of the world-view matrix uniform mat4 occProjectionMatrixInverse; //!< Inverse of the projection matrix uniform mat4 occModelWorldMatrixInverse; //!< Inverse of the model-world matrix uniform mat4 occWorldViewMatrixTranspose; //!< Transpose of the world-view matrix uniform mat4 occProjectionMatrixTranspose; //!< Transpose of the projection matrix uniform mat4 occModelWorldMatrixTranspose; //!< Transpose of the model-world matrix uniform mat4 occWorldViewMatrixInverseTranspose; //!< Transpose of the inverse of the world-view matrix uniform mat4 occProjectionMatrixInverseTranspose; //!< Transpose of the inverse of the projection matrix uniform mat4 occModelWorldMatrixInverseTranspose; //!< Transpose of the inverse of the model-world matrix // light type enumeration const int OccLightType_Direct = 1; //!< directional light source const int OccLightType_Point = 2; //!< isotropic point light source const int OccLightType_Spot = 3; //!< spot light source // Light sources uniform vec4 occLightAmbient; //!< Cumulative ambient color uniform THE_PREC_ENUM int occLightSourcesCount; //!< Total number of light sources int occLight_Type (in int theId); //!< Type of light source int occLight_IsHeadlight (in int theId); //!< Is light a headlight? vec4 occLight_Diffuse (in int theId); //!< Diffuse intensity for specified light source vec4 occLight_Specular (in int theId); //!< Specular intensity (currently - equals to diffuse intencity) vec4 occLight_Position (in int theId); //!< Position of specified light source vec4 occLight_SpotDirection (in int theId); //!< Direction of specified spot light source float occLight_ConstAttenuation (in int theId); //!< Const attenuation factor of positional light source float occLight_LinearAttenuation (in int theId); //!< Linear attenuation factor of positional light source float occLight_SpotCutOff (in int theId); //!< Maximum spread angle of the spot light (in radians) float occLight_SpotExponent (in int theId); //!< Attenuation of the spot light intensity (from 0 to 1) // Front material properties accessors vec4 occFrontMaterial_Emission(void); //!< Emission color vec4 occFrontMaterial_Ambient(void); //!< Ambient reflection vec4 occFrontMaterial_Diffuse(void); //!< Diffuse reflection vec4 occFrontMaterial_Specular(void); //!< Specular reflection float occFrontMaterial_Shininess(void); //!< Specular exponent float occFrontMaterial_Transparency(void); //!< Transparency coefficient // Back material properties accessors vec4 occBackMaterial_Emission(void); //!< Emission color vec4 occBackMaterial_Ambient(void); //!< Ambient reflection vec4 occBackMaterial_Diffuse(void); //!< Diffuse reflection vec4 occBackMaterial_Specular(void); //!< Specular reflection float occBackMaterial_Shininess(void); //!< Specular exponent float occBackMaterial_Transparency(void); //!< Transparency coefficient uniform vec4 occColor; //!< color value (in case of disabled lighting) uniform THE_PREC_ENUM int occDistinguishingMode; //!< Are front and back faces distinguished? uniform THE_PREC_ENUM int occTextureEnable; //!< Is texture enabled? uniform sampler2D occActiveSampler; //!< Current active sampler uniform vec4 occTexTrsf2d[2]; //!< 2D texture transformation parameters uniform float occPointSize; //!< point size // clipping planes state const int OccEquationCoords_View = 0; //!< view-space clipping plane const int OccEquationCoords_World = 1; //!< world-space clipping plane //! Parameters of clipping planes uniform vec4 occClipPlaneEquations[THE_MAX_CLIP_PLANES]; uniform THE_PREC_ENUM int occClipPlaneSpaces [THE_MAX_CLIP_PLANES]; uniform THE_PREC_ENUM int occClipPlaneCount; //!< Total number of clip planes