// This file has been automatically generated from resource file src/Shaders/DeclarationsImpl.glsl static const char Shaders_DeclarationsImpl_glsl[] = "\n" "//! @file DeclarationsImpl.glsl includes implementation of common functions and properties accessors\n" "#if defined(FRAGMENT_SHADER)\n" "//! Output color (and coverage for accumulation by OIT algorithm).\n" "void occSetFragColor (in vec4 theColor)\n" "{\n" "#if defined(OCC_ALPHA_TEST)\n" " if (theColor.a < occAlphaCutoff) discard;\n" "#endif\n" "#if defined(OCC_WRITE_WEIGHT_OIT_COVERAGE)\n" " float aWeight = theColor.a * clamp (1e+2 * pow (1.0 - gl_FragCoord.z * occOitDepthFactor, 3.0), 1e-2, 1e+2);\n" " occFragCoverage.r = theColor.a * aWeight;\n" " occFragColor = vec4 (theColor.rgb * theColor.a * aWeight, theColor.a);\n" "#else\n" " occFragColor = theColor;\n" "#endif\n" "}\n" "#endif\n" "\n" "#if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0)\n" "// arrays of light sources\n" "uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters\n" "uniform THE_PREC_ENUM int occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types\n" "#endif\n" "\n" "#if defined(THE_IS_PBR)\n" "vec3 occDiffIBLMap (in vec3 theNormal)\n" "{\n" " vec3 aSHCoeffs[9];\n" " for (int i = 0; i < 9; ++i)\n" " {\n" " aSHCoeffs[i] = occTexture2D (occDiffIBLMapSHCoeffs, vec2 ((float(i) + 0.5) / 9.0, 0.0)).rgb;\n" " }\n" " return aSHCoeffs[0]\n" "\n" " + aSHCoeffs[1] * theNormal.x\n" " + aSHCoeffs[2] * theNormal.y\n" " + aSHCoeffs[3] * theNormal.z\n" "\n" " + aSHCoeffs[4] * theNormal.x * theNormal.z\n" " + aSHCoeffs[5] * theNormal.y * theNormal.z\n" " + aSHCoeffs[6] * theNormal.x * theNormal.y\n" "\n" " + aSHCoeffs[7] * (3.0 * theNormal.z * theNormal.z - 1.0)\n" " + aSHCoeffs[8] * (theNormal.x * theNormal.x - theNormal.y * theNormal.y);\n" "}\n" "#endif\n" "\n" "// front and back material properties accessors\n" "#if defined(THE_IS_PBR)\n" "uniform vec4 occPbrFrontMaterial[3];\n" "uniform vec4 occPbrBackMaterial[3];\n" "\n" "#define MIN_ROUGHNESS 0.01\n" "float occRoughness (in float theNormalizedRoughness) { return theNormalizedRoughness * (1.0 - MIN_ROUGHNESS) + MIN_ROUGHNESS; }\n" "vec4 occPBRMaterial_Color(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[0] : occPbrBackMaterial[0]; }\n" "vec3 occPBRMaterial_Emission(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[1].rgb : occPbrBackMaterial[1].rgb; }\n" "float occPBRMaterial_IOR(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[1].w : occPbrBackMaterial[1].w; }\n" "float occPBRMaterial_Metallic(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[2].b : occPbrBackMaterial[2].b; }\n" "float occPBRMaterial_NormalizedRoughness(in bool theIsFront) { return theIsFront ? occPbrFrontMaterial[2].g : occPbrBackMaterial[2].g; }\n" "#else\n" "uniform vec4 occFrontMaterial[5];\n" "uniform vec4 occBackMaterial[5];\n" "\n" "vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[0]; }\n" "vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[1]; }\n" "vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[2]; }\n" "vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[3]; }\n" "float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; }\n" "float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; }\n" "\n" "vec4 occBackMaterial_Ambient(void) { return occBackMaterial[0]; }\n" "vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[1]; }\n" "vec4 occBackMaterial_Specular(void) { return occBackMaterial[2]; }\n" "vec4 occBackMaterial_Emission(void) { return occBackMaterial[3]; }\n" "float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; }\n" "float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; }\n" "#endif\n" "\n" "// 2D texture coordinates transformation\n" "vec2 occTextureTrsf_Translation(void) { return occTexTrsf2d[0].xy; }\n" "vec2 occTextureTrsf_Scale(void) { return occTexTrsf2d[0].zw; }\n" "float occTextureTrsf_RotationSin(void) { return occTexTrsf2d[1].x; }\n" "float occTextureTrsf_RotationCos(void) { return occTexTrsf2d[1].y; }\n" "//! @endfile DeclarationsImpl.glsl\n";