//! Note that weighted OIT also requires at least 2 Fragment Outputs (color + coverage).
void SetWeightOitOutput (Standard_Boolean theOutput) { myHasWeightOitOutput = theOutput; }
+ //! Return TRUE if standard program header should define functions and variables used in PBR pipeline.
+ //! FALSE by default
+ Standard_Boolean IsPBR() const { return myIsPBR; }
+
+ //! Sets whether standard program header should define functions and variables used in PBR pipeline.
+ void SetPBR (Standard_Boolean theIsPBR) { myIsPBR = theIsPBR; }
+
//! Pushes custom uniform variable to the program.
//! The list of pushed variables is automatically cleared after applying to GLSL program.
//! Thus after program recreation even unchanged uniforms should be pushed anew.
Standard_Boolean myHasDefSampler; //!< flag indicating that program defines default texture sampler occSampler0
Standard_Boolean myHasAlphaTest; //!< flag indicating that Fragment Shader performs alpha test
Standard_Boolean myHasWeightOitOutput; //!< flag indicating that Fragment Shader includes weighted OIT coverage
+ Standard_Boolean myIsPBR; //!< flag indicating that program defines functions and variables used in PBR pipeline
};