// 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 file includes implementation of common functions and properties accessors #if defined(FRAGMENT_SHADER) #if defined(OCC_WRITE_WEIGHT_OIT_COVERAGE) //! Output color and coverage for accumulation by OIT algorithm. void occSetFragColor (in vec4 theColor) { float aWeight = theColor.a * clamp (1e+2 * pow (1.0 - gl_FragCoord.z * occOitDepthFactor, 3.0), 1e-2, 1e+2); occFragCoverage.r = theColor.a * aWeight; occFragColor = vec4 (theColor.rgb * theColor.a * aWeight, theColor.a); } #else //! Output color. void occSetFragColor (in vec4 theColor) { occFragColor = theColor; } #endif #endif #if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0) // arrays of light sources uniform THE_PREC_ENUM ivec2 occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters // light source properties accessors int occLight_Type (in int theId) { return occLightSourcesTypes[theId].x; } int occLight_IsHeadlight (in int theId) { return occLightSourcesTypes[theId].y; } vec4 occLight_Diffuse (in int theId) { return occLightSources[theId * 4 + 0]; } vec4 occLight_Specular (in int theId) { return occLightSources[theId * 4 + 0]; } vec4 occLight_Position (in int theId) { return occLightSources[theId * 4 + 1]; } vec4 occLight_SpotDirection (in int theId) { return occLightSources[theId * 4 + 2]; } float occLight_ConstAttenuation (in int theId) { return occLightSources[theId * 4 + 3].x; } float occLight_LinearAttenuation (in int theId) { return occLightSources[theId * 4 + 3].y; } float occLight_SpotCutOff (in int theId) { return occLightSources[theId * 4 + 3].z; } float occLight_SpotExponent (in int theId) { return occLightSources[theId * 4 + 3].w; } #endif // material state uniform vec4 occFrontMaterial[5]; uniform vec4 occBackMaterial[5]; // front material properties accessors vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[0]; } vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[1]; } vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[2]; } vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[3]; } float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; } float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; } // back material properties accessors vec4 occBackMaterial_Ambient(void) { return occBackMaterial[0]; } vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[1]; } vec4 occBackMaterial_Specular(void) { return occBackMaterial[2]; } vec4 occBackMaterial_Emission(void) { return occBackMaterial[3]; } float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; } float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; } // 2D texture coordinates transformation vec2 occTextureTrsf_Translation(void) { return occTexTrsf2d[0].xy; } vec2 occTextureTrsf_Scale(void) { return occTexTrsf2d[0].zw; } float occTextureTrsf_RotationSin(void) { return occTexTrsf2d[1].x; } float occTextureTrsf_RotationCos(void) { return occTexTrsf2d[1].y; }