1#ifndef OIV_LEGACY_SHADER_HELPER_H
2#define OIV_LEGACY_SHADER_HELPER_H
15 gl_MaterialParameters mat;
26 gl_MaterialParameters params;
45 gl_LightSourceParameters params;
66 gl_LightModelParameters params;
77 gl_LightModelProducts params;
85 gl_LightModelProducts params;
98 gl_LightProducts params;
107 gl_LightProducts params;
119 gl_FogParameters params;
134 gl_PointParameters params;
135 params.size = gl_PointSize;
138 params.fadeThresholdSize = 0;
139 params.distanceConstantAttenuation = 0;
140 params.distanceLinearAttenuation = 0;
141 params.distanceQuadraticAttenuation = 0;
gl_LightProducts OivFrontLightProduct(int i)
gl_LightSourceParameters OivLightSourceParameters(int i)
gl_LightModelProducts OivBackLightModelProduct()
gl_MaterialParameters OivBackMaterial()
gl_LightModelParameters OivLightModel()
gl_MaterialParameters OivFrontMaterial()
oiv_include <Inventor/oivShaderState.h>
gl_FogParameters OivFogParameters()
gl_PointParameters OivPointParameters()
gl_LightProducts OivBackLightProduct(int i)
gl_LightModelProducts OivFrontLightModelProduct()
vec4 OivFrontLightProductDiffuse(int id)
Get product of diffuse component between back material and id'th light.
float OivLightSourceLinearAttenuation(int id)
Get the light linear attenuation value.
float OivFrontMaterialShininess()
Get front material shininess value.
float OivLightSourceSpotExponent(int id)
Get the light spot exponent.
vec3 OivLightSourceSpotDirection(int id)
Get the light spot direction.
float OivFogStart()
Get the near distance used in the linear fog equation.
float OivFogEnd()
Get the far distance used in the linear fog equation.
float OivFogScale()
Get the fog scale derived from start and end parameters : 1.0 / (end - start)
vec4 OivFogColor()
Get the fog color.
vec4 OivFrontMaterialAmbient()
Get front material ambient color.
vec4 OivBackLightProductSpecular(int id)
Get product of specular component between back material and id'th light.
vec4 OivBackMaterialEmissive()
Get back material emissive color.
vec4 OivFrontLightProductSpecular(int id)
Get product of specular component between back material and id'th light.
vec4 OivFrontLightProductAmbient(int id)
Get product of ambient component between back material and id'th light.
vec4 OivBackLightProductDiffuse(int id)
Get product of diffuse component between back material and id'th light.
float OivBackMaterialShininess()
Get back material shininess value.
vec4 OivGlobalAmbient()
Gets the global ambient color value.
vec4 OivLightSourcePosition(int id)
Get the light position.
float OivLightSourceSpotCutoff(int id)
Get the light spot cutoff.
float OivLightSourceSpotCosCutoff(int id)
Get the light spot cutoff cosine.
vec4 OivLightSourceSpecular(int id)
Get the light specular color.
float OivLightSourceConstantAttenuation(int id)
Get the light constant attenuation value.
float OivLightSourceQuadraticAttenuation(int id)
Get the light quadratic attenuation value.
vec4 OivFrontMaterialDiffuse()
Get front material diffuse color.
vec4 OivBackLightProductAmbient(int id)
Get product of ambient component between back material and id'th light.
vec4 OivLightSourceDiffuse(int id)
Get the light diffuse color.
float OivFogDensity()
Get fog density used in exponential fog equations.
vec4 OivLightSourceAmbient(int id)
Get the light ambient color.
vec4 OivFrontMaterialEmissive()
Get front material emissive color.
vec4 OivBackMaterialSpecular()
Get back material specular color.
vec4 OivFrontMaterialSpecular()
Get front material specular color.
vec4 OivBackMaterialDiffuse()
Get back material diffuse color.
vec4 OivBackMaterialAmbient()
Get back material ambient color.