//! @file DeclarationsImpl.glsl includes implementation of common functions and properties accessors #if defined(FRAGMENT_SHADER) //! Output color (and coverage for accumulation by OIT algorithm). void occSetFragColor (in vec4 theColor) { #if defined(OCC_ALPHA_TEST) if (theColor.a < occAlphaCutoff) discard; #endif #if defined(OCC_WRITE_WEIGHT_OIT_COVERAGE) 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 occFragColor = theColor; #endif } #endif #if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0) // arrays of light sources uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters uniform THE_PREC_ENUM int occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types #endif #if defined(THE_IS_PBR) vec3 occDiffIBLMap (in vec3 theNormal) { vec3 aSHCoeffs[9]; for (int i = 0; i < 9; ++i) { aSHCoeffs[i] = occTexture2D (occDiffIBLMapSHCoeffs, vec2 ((float(i) + 0.5) / 9.0, 0.0)).rgb; } return aSHCoeffs[0] + aSHCoeffs[1] * theNormal.x + aSHCoeffs[2] * theNormal.y + aSHCoeffs[3] * theNormal.z + aSHCoeffs[4] * theNormal.x * theNormal.z + aSHCoeffs[5] * theNormal.y * theNormal.z + aSHCoeffs[6] * theNormal.x * theNormal.y + aSHCoeffs[7] * (3.0 * theNormal.z * theNormal.z - 1.0) + aSHCoeffs[8] * (theNormal.x * theNormal.x - theNormal.y * theNormal.y); } #endif // front and back material properties accessors #if defined(THE_IS_PBR) uniform vec4 occPbrFrontMaterial[3]; uniform vec4 occPbrBackMaterial[3]; #define MIN_ROUGHNESS 0.01 float occRoughness (in float theNormalizedRoughness) { return theNormalizedRoughness * (1.0 - MIN_ROUGHNESS) + MIN_ROUGHNESS; } vec4 occPBRMaterial_Color(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[0] : occPbrBackMaterial[0]; } vec3 occPBRMaterial_Emission(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[1].rgb : occPbrBackMaterial[1].rgb; } float occPBRMaterial_IOR(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[1].w : occPbrBackMaterial[1].w; } float occPBRMaterial_Metallic(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[2].b : occPbrBackMaterial[2].b; } float occPBRMaterial_NormalizedRoughness(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[2].g : occPbrBackMaterial[2].g; } #else uniform vec4 occFrontMaterial[5]; uniform vec4 occBackMaterial[5]; 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; } 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; } #endif // 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; } //! @endfile DeclarationsImpl.glsl