#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
+uniform THE_PREC_ENUM ivec2 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
-// material state
+// front and back material properties accessors
+#if defined(THE_IS_PBR)
+uniform vec4 occPbrFrontMaterial[3];
+uniform vec4 occPbrBackMaterial[3];
+
+#define MIN_ROUGHNESS 0.01
+// Converts roughness value from range [0, 1] to real value for calculations
+float occRoughness (in float theNormalizedRoughness) { return theNormalizedRoughness * (1.0 - MIN_ROUGHNESS) + MIN_ROUGHNESS; }
+
+vec4 occPBRFrontMaterial_Color(void) { return occPbrFrontMaterial[0]; }
+vec3 occPBRFrontMaterial_Emission(void) { return occPbrFrontMaterial[1].rgb; }
+float occPBRFrontMaterial_IOR(void) { return occPbrFrontMaterial[1].w; }
+float occPBRFrontMaterial_Metallic(void) { return occPbrFrontMaterial[2].b; }
+float occPBRFrontMaterial_Roughness(void) { return occRoughness (occPbrFrontMaterial[2].g); }
+float occPBRFrontMaterial_NormalizedRoughness(void) { return occPbrFrontMaterial[2].g; }
+
+vec4 occPBRBackMaterial_Color(void) { return occPbrBackMaterial[0]; }
+vec3 occPBRBackMaterial_Emission(void) { return occPbrBackMaterial[1].rgb; }
+float occPBRBackMaterial_IOR(void) { return occPbrBackMaterial[1].w; }
+float occPBRBackMaterial_Metallic(void) { return occPbrBackMaterial[2].b; }
+float occPBRBackMaterial_Roughness(void) { return occRoughness (occPbrBackMaterial[2].g); }
+float occPBRBackMaterial_NormalizedRoughness(void) { return occPbrBackMaterial[2].g; }
+#else
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]; }
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; }
+#endif
// 2D texture coordinates transformation
vec2 occTextureTrsf_Translation(void) { return occTexTrsf2d[0].xy; }