/usr/share/oce-0.17/src/Shaders/DeclarationsImpl.glsl is in liboce-visualization10 0.17.1-1.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 | // Created on: 2013-10-10
// Created by: Denis BOGOLEPOV
// Copyright (c) 2013-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
// This file includes implementation of common functions and properties accessors
// arrays of light sources
uniform ivec2 occLightSourcesTypes[THE_MAX_LIGHTS]; //!< packed light sources types
uniform vec4 occLightSources[THE_MAX_LIGHTS * 4]; //!< packed light sources parameters
// light source properties accessors
int occLight_Type (in int theId) { return occLightSourcesTypes[theId].x; }
int occLight_IsHeadlight (in int theId) { return occLightSourcesTypes[theId].y; }
vec4 occLight_Diffuse (in int theId) { return occLightSources[theId * 4 + 0]; }
vec4 occLight_Specular (in int theId) { return occLightSources[theId * 4 + 0]; }
vec4 occLight_Position (in int theId) { return occLightSources[theId * 4 + 1]; }
vec4 occLight_SpotDirection (in int theId) { return occLightSources[theId * 4 + 2]; }
float occLight_ConstAttenuation (in int theId) { return occLightSources[theId * 4 + 3].x; }
float occLight_LinearAttenuation (in int theId) { return occLightSources[theId * 4 + 3].y; }
float occLight_SpotCutOff (in int theId) { return occLightSources[theId * 4 + 3].z; }
float occLight_SpotExponent (in int theId) { return occLightSources[theId * 4 + 3].w; }
// material state
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]; }
vec4 occFrontMaterial_Emission(void) { return occFrontMaterial[3]; }
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; }
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