1 // This file has been automatically generated from resource file src/Shaders/DeclarationsImpl.glsl
3 static const char Shaders_DeclarationsImpl_glsl[] =
4 "// Created on: 2013-10-10\n"
5 "// Created by: Denis BOGOLEPOV\n"
6 "// Copyright (c) 2013-2014 OPEN CASCADE SAS\n"
8 "// This file is part of Open CASCADE Technology software library.\n"
10 "// This library is free software; you can redistribute it and/or modify it under\n"
11 "// the terms of the GNU Lesser General Public License version 2.1 as published\n"
12 "// by the Free Software Foundation, with special exception defined in the file\n"
13 "// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT\n"
14 "// distribution for complete text of the license and disclaimer of any warranty.\n"
16 "// Alternatively, this file may be used under the terms of Open CASCADE\n"
17 "// commercial license or contractual agreement.\n"
19 "// This file includes implementation of common functions and properties accessors\n"
21 "#if defined(FRAGMENT_SHADER)\n"
22 "//! Output color (and coverage for accumulation by OIT algorithm).\n"
23 "void occSetFragColor (in vec4 theColor)\n"
25 "#if defined(OCC_ALPHA_TEST)\n"
26 " if (theColor.a < occAlphaCutoff) discard;\n"
28 "#if defined(OCC_WRITE_WEIGHT_OIT_COVERAGE)\n"
29 " float aWeight = theColor.a * clamp (1e+2 * pow (1.0 - gl_FragCoord.z * occOitDepthFactor, 3.0), 1e-2, 1e+2);\n"
30 " occFragCoverage.r = theColor.a * aWeight;\n"
31 " occFragColor = vec4 (theColor.rgb * theColor.a * aWeight, theColor.a);\n"
33 " occFragColor = theColor;\n"
38 "#if defined(THE_MAX_LIGHTS) && (THE_MAX_LIGHTS > 0)\n"
39 "// arrays of light sources\n"
40 "uniform THE_PREC_ENUM ivec2 occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types\n"
41 "uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters\n"
43 "// light source properties accessors\n"
44 "int occLight_Type (in int theId) { return occLightSourcesTypes[theId].x; }\n"
45 "int occLight_IsHeadlight (in int theId) { return occLightSourcesTypes[theId].y; }\n"
46 "vec4 occLight_Diffuse (in int theId) { return occLightSources[theId * 4 + 0]; }\n"
47 "vec4 occLight_Specular (in int theId) { return occLightSources[theId * 4 + 0]; }\n"
48 "vec4 occLight_Position (in int theId) { return occLightSources[theId * 4 + 1]; }\n"
49 "vec4 occLight_SpotDirection (in int theId) { return occLightSources[theId * 4 + 2]; }\n"
50 "float occLight_ConstAttenuation (in int theId) { return occLightSources[theId * 4 + 3].x; }\n"
51 "float occLight_LinearAttenuation (in int theId) { return occLightSources[theId * 4 + 3].y; }\n"
52 "float occLight_SpotCutOff (in int theId) { return occLightSources[theId * 4 + 3].z; }\n"
53 "float occLight_SpotExponent (in int theId) { return occLightSources[theId * 4 + 3].w; }\n"
57 "uniform vec4 occFrontMaterial[5];\n"
58 "uniform vec4 occBackMaterial[5];\n"
60 "// front material properties accessors\n"
61 "vec4 occFrontMaterial_Ambient(void) { return occFrontMaterial[0]; }\n"
62 "vec4 occFrontMaterial_Diffuse(void) { return occFrontMaterial[1]; }\n"
63 "vec4 occFrontMaterial_Specular(void) { return occFrontMaterial[2]; }\n"
64 "vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[3]; }\n"
65 "float occFrontMaterial_Shininess(void) { return occFrontMaterial[4].x; }\n"
66 "float occFrontMaterial_Transparency(void) { return occFrontMaterial[4].y; }\n"
68 "// back material properties accessors\n"
69 "vec4 occBackMaterial_Ambient(void) { return occBackMaterial[0]; }\n"
70 "vec4 occBackMaterial_Diffuse(void) { return occBackMaterial[1]; }\n"
71 "vec4 occBackMaterial_Specular(void) { return occBackMaterial[2]; }\n"
72 "vec4 occBackMaterial_Emission(void) { return occBackMaterial[3]; }\n"
73 "float occBackMaterial_Shininess(void) { return occBackMaterial[4].x; }\n"
74 "float occBackMaterial_Transparency(void) { return occBackMaterial[4].y; }\n"
76 "// 2D texture coordinates transformation\n"
77 "vec2 occTextureTrsf_Translation(void) { return occTexTrsf2d[0].xy; }\n"
78 "vec2 occTextureTrsf_Scale(void) { return occTexTrsf2d[0].zw; }\n"
79 "float occTextureTrsf_RotationSin(void) { return occTexTrsf2d[1].x; }\n"
80 "float occTextureTrsf_RotationCos(void) { return occTexTrsf2d[1].y; }\n";