Difference between revisions of "Shaders in Oolite"

From Elite Wiki
m (Dangling ])
(Macros: Updated with correct version info.)
 
(20 intermediate revisions by 2 users not shown)
Line 1: Line 1:
  +
<small>'''''See also:''' [[Materials in Oolite]]''</small>
  +
 
'''Shaders''' are programs which run on a graphics processing unit. They provide a more flexible alternative or supplement to textures for specifying objects’ appearance. There are two widely-used types of shader, '''vertex shaders''' and '''fragment shaders''' (also known, less accurately, as '''pixel shaders'''), which are generally used in combination. Shaders can be implemented in a number of special-purpose programming languages; [[Oolite]] uses the '''[http://en.wikipedia.org/wiki/GLSL OpenGL Shading Language]''', also known as '''GLslang''' or '''GLSL'''.
 
'''Shaders''' are programs which run on a graphics processing unit. They provide a more flexible alternative or supplement to textures for specifying objects’ appearance. There are two widely-used types of shader, '''vertex shaders''' and '''fragment shaders''' (also known, less accurately, as '''pixel shaders'''), which are generally used in combination. Shaders can be implemented in a number of special-purpose programming languages; [[Oolite]] uses the '''[http://en.wikipedia.org/wiki/GLSL OpenGL Shading Language]''', also known as '''GLslang''' or '''GLSL'''.
   
Shaders are supported in Oolite 1.67 for Mac OS X and later. At the time of writing, no released version of Oolite for other platforms supports shaders, but the next Windows release will.
+
Shaders are supported in Oolite 1.67 for Mac OS X and later, and from 1.68 on other platforms. However, the shader support is still evolving. This page currently documents the state in Oolite 1.72.
   
   
 
== Specifying shaders ==
 
== Specifying shaders ==
Shaders are specified in a dictionary named ''shaders'' in the ship’s definition in ''shipdata.plist''. The keys of this dictionary are names of textures used in the ship’s or entity’s .dat file, and the values are dictionaries specifying shaders to use instead. The elements are:
+
Shaders are specified in a dictionary named ''shaders'' in the ship’s definition in ''[[shipdata.plist]]''. The keys of this dictionary are names of textures used in the ship’s or entity’s .dat file, and the values are dictionaries specifying shaders to use instead. The elements are:
The uniform variables currently provided by Oolite are:
 
 
{| class="wikitable" border="1" cellpadding="3" cellspacing="0"
 
{| class="wikitable" border="1" cellpadding="3" cellspacing="0"
 
|+ ''shaders'' dictionary values
 
|+ ''shaders'' dictionary values
 
! Name !! Type !! Description
 
! Name !! Type !! Description
 
|-
 
|-
| ''textures'' || <code>array of strings</code> || A list of textures used by the shader.
+
| ''textures'' || array of strings || A list of textures used by the shader.
 
|-
 
|-
| ''vertex_shader'' || <code>string</code> || The name of a vertex shader file to use. Oolite will search the Shaders folder of all installed OXPs for a shader of the appropriate name. (Not implemented in 1.67.1 or earlier.)
+
| ''vertex_shader'' || string || The name of a vertex shader file to use. Oolite will search the Shaders folder of all installed OXPs for a shader of the appropriate name. (Requires Oolite 1.68 or later.)
 
|-
 
|-
| ''glsl-vertex'' || <code>string</code> || GLslang code to use as a vertex shader. This is ignored if ''vertex_shader'' is specified.
 
  +
| ''fragment_shader'' || string || The name of a fragment shader file to use. Oolite will search the Shaders folder of all installed OXPs for a shader of the appropriate name. (Requires Oolite 1.68 or later.)
 
|-
 
|-
| ''fragment_shader'' || <code>string</code> || The name of a fragment shader file to use. Oolite will search the Shaders folder of all installed OXPs for a shader of the appropriate name. (Not implemented in 1.67.1 or earlier.)
 
  +
| ''uniforms'' || dictionary || Uniforms to pass to the shaders.
|-
 
| ''glsl-fragment'' || <code>string</code> || GLslang code to use as a fragment shader. This is ignored if ''fragment_shader'' is specified.
 
|-
 
| ''glsl'' || <code>string</code> || Synonym for ''glsl-fragment''.
 
 
|}
 
|}
 
   
 
== An example ==
 
== An example ==
Line 30: Line 27:
 
This vertex shader, like many vertex shaders, exists primarily to prepare information for the fragment shader.
 
This vertex shader, like many vertex shaders, exists primarily to prepare information for the fragment shader.
 
<pre>varying vec3 v_normal;
 
<pre>varying vec3 v_normal;
varying vec4 v_ambient;
 
 
// Light 0 information
 
varying vec4 v_diffuse0;
 
varying vec3 v_direction0;
 
 
// Light 1 information
 
varying vec4 v_diffuse1;
 
varying vec3 v_direction1;
 
   
 
void main()
 
void main()
 
{
 
{
 
v_normal = normalize(gl_NormalMatrix * gl_Normal);
 
v_normal = normalize(gl_NormalMatrix * gl_Normal);
 
v_ambient = gl_LightModel.ambient * gl_FrontMaterial.ambient
 
+ gl_FrontMaterial.ambient * gl_LightSource[0].ambient
 
+ gl_FrontMaterial.ambient * gl_LightSource[1].ambient;
 
 
// Set up light 0 information
 
v_direction0 = normalize(gl_LightSource[0].position.xyz);
 
v_diffuse0 = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
 
 
// Set up light 1 information
 
v_direction1 = normalize(gl_LightSource[1].position.xyz);
 
v_diffuse1 = gl_FrontMaterial.diffuse * gl_LightSource[1].diffuse;
 
 
 
 
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
 
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
 
gl_Position = ftransform();
 
gl_Position = ftransform();
}</pre>
 
  +
}
The first section declares several '''varying variables'''. This may sound like an oxymoron, but varying variables have the special property that they are interpolated across geometry and passed to the fragment shader. For instance, if you set a varying variable to red at one corner of a triangle, green at a second corner, and blue at the third, the colour as seen by the fragment shader will vary smoothly across the triangle:<br>
 
  +
</pre>
  +
The first line declares a '''varying variable'''. This may sound like an oxymoron, but varying variables have the special property that they are interpolated across geometry and passed to the fragment shader. For instance, if you set a varying variable to red at one corner of a triangle, green at a second corner, and blue at the third, the colour as seen by the fragment shader will vary smoothly across the triangle:<br>
 
[[Image:Glsl varying demo.png]]<br clear="all">
 
[[Image:Glsl varying demo.png]]<br clear="all">
These declarations are followed by the function ''main()'', which is the function that will be called by the GPU for each vertex. This prepares state required to perform diffuse [http://en.wikipedia.org/wiki/Gouraud_shading Gouraud shading] with two lights, and additional set-up required for positions and texture co-ordinates to make sense in the fragment shader.
+
This is followed by the function <code>main()</code>, which is the function that will be called by the GPU for each vertex. This sets the varying normal (direction facing out from the surface), and performs additional set-up required for positions and texture co-ordinates to make sense in the fragment shader.
   
 
=== Fragment shader ===
 
=== Fragment shader ===
 
A fragment shader is called for each fragment of a generated polygon. A '''fragment''' is a pixel, in screen space, on which the polygon is potentially visible. (It is ''potentially'' visible because the shader may discard the fragment, and later polygons which are closer to the camera may draw over it.)
 
A fragment shader is called for each fragment of a generated polygon. A '''fragment''' is a pixel, in screen space, on which the polygon is potentially visible. (It is ''potentially'' visible because the shader may discard the fragment, and later polygons which are closer to the camera may draw over it.)
<pre>/* Freaky Thargoid: shader example for Oolite.
+
<pre>// Information from Oolite.
This shader performs per-vertex lighting (with two lights) and
+
uniform sampler2D tex0;
glow mapping. The glow map varies over time, with the alpha
+
uniform sampler2D tex1;
channel specifying the phase of the glow effect.
+
uniform float time;
*/
 
uniform sampler2D tex0;
 
uniform sampler2D tex1;
 
   
uniform float time;
 
  +
// Information from shipdata.plist.
  +
uniform float reciprocalFrequency;
   
 
  +
// Information from vertex shader.
#define RECIPROCAL_FREQUENCY 1.5
 
  +
varying vec3 v_normal;
 
 
varying vec3 v_normal;
 
varying vec4 v_ambient;
 
 
// Light 0 information
 
varying vec4 v_diffuse0;
 
varying vec3 v_direction0;
 
 
// Light 1 information
 
varying vec4 v_diffuse1;
 
varying vec3 v_direction1;
 
   
   
 
float wave(float t)
 
float wave(float t)
 
{
 
{
// approximates a sine waveform by summing 4 triangular waveforms
 
  +
return sin(t * 6.28318530718) * 0.5 + 0.25;
float s0 = t;
 
s0 -= floor(s0);
 
float sum = abs( s0 - 0.5);
 
 
float s1 = t - 0.125;
 
s1 -= floor(s1);
 
sum += abs( s1 - 0.5) - 0.25;
 
 
float s2 = t - 0.250;
 
s2 -= floor(s2);
 
sum += abs( s2 - 0.5) - 0.25;
 
 
float s3 = t - 0.375;
 
s3 -= floor(s3);
 
sum += abs( s3 - 0.5) - 0.25;
 
 
return sum;
 
 
}
 
}
  +
  +
  +
#define LIGHT(idx) \
  +
{ \
  +
vec3 lightVector = normalize(gl_LightSource[idx].position.xyz); \
  +
color += gl_FrontMaterial.diffuse * gl_LightSource[idx].diffuse * max(dot(v_normal, lightVector), 0.0); \
  +
}
   
   
 
void main(void)
 
void main(void)
 
{
 
{
vec4 color = v_ambient;
 
  +
// Calculate illumination.
vec3 normal = normalize(v_normal);
 
  +
vec4 color = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
 
  +
// LIGHT(0);
// Calculate contribution from two lights
 
  +
LIGHT(1);
float NdotL;
 
NdotL = max(dot(normal, v_direction0), 0.0);
 
color += NdotL * v_diffuse0;
 
 
NdotL = max(dot(normal, v_direction1), 0.0);
 
color += NdotL * v_diffuse1;
 
 
 
 
// Load texture data
 
// Load texture data
Line 133: Line 83:
 
 
 
// Calculate glow intensity
 
// Calculate glow intensity
float t1 = RECIPROCAL_FREQUENCY * time + glowMap.a;
+
float t1 = reciprocalFrequency * time + glowMap.a;
 
float lightLevel = wave(t1);
 
float lightLevel = wave(t1);
 
 
Line 139: Line 89:
 
color += lightLevel * glowMap;
 
color += lightLevel * glowMap;
 
 
gl_FragColor = color;
+
gl_FragColor = vec4(color.rgb, 1.0);
}</pre>
+
}
  +
</pre>
   
The first section declares three ''uniform variables'', which are used to pass information from Oolite to the shader. The two <code>sampler2D</code> variables are used to read from the two textures used by the shader. The <code>float</code> variable ''timer'' is a number which increases by 1.0 each second. Uniform variables can only be read, not written to.
+
The first section declares several ''uniform variables'', which are used to pass information from Oolite to the shader. The two <code>sampler2D</code> variables are used to read from the two textures used by the shader. The <code>float</code> variable <code>timer</code> is a number which increases by 1.0 each second. The <code>float</code> <code>reciprocalFrequency</code> is set in <code>shipData.plist</code>; this allows a shader to be used for different ships (or different shaders on the same ship) with small variations. Uniform variables can only be read, not written to.
   
The <code>#define</code> line defines a ''macro'', which is a value substituted into the code. In this case, wherever <code>RECIPROCAL_FREQUENCY</code> is encountered, it will be replaced with the value 1.5. This allows “tweak factors” to be grouped together at the top of a file for easy identification and editing. (The value of <code>RECIPROCAL_FREQUENCY</code> is the only difference between the thargoid and tharglet shaders in Freaky Thargoids. Ideally, Oolite would provide a way to specify uniform variables in ''shipdata.plist'' so that the same shader could be used, with minor tweaks, on different models, but this is not currently the case.)
 
  +
The <code>varying</code> declaration is the same as in the vertex shader, but fragment shaders can only read varying variables, not write to them.
   
The <code>varying</code> declarations are the same as in the vertex shader, but fragment shaders can only read varying variables, not write to them.
 
  +
The custom function <code>wave()</code> is used to smoothly vary the glow map from on to off.
   
The custom function ''wave()'' is an approximation of the trigonometric [http://en.wikipedia.org/wiki/Sine sine function]. It is used to smoothly vary the glow map from on to off.
 
  +
This is followed by a macro definition, <code>LIGHT</code>. A macro is substituted into the code each time it occurs; in <code>main()</code>, <code>LIGHT(0)</code> and <code>LIGHT(1)</code> will be replaced by the text of the macro definition, with <code>idx</code> in the macro being replaced with 0 or 1 respectively. Ideally, this would be a function, like <code>wave()</code>, but for technical reasons this causes performance problems. Specifically, under Apple’s implementation of GLSL (and probably others), this causes a set of uniforms for every light the graphics card supports to be pulled into the shader.
   
The last part is the function ''main()'', which is the function executed by the GPU. It first calculates the contribution of light sources 0 and 1, using the information prepared in the vertex shader and interpolated by the GPU. (Light 0 is used for the demo screen and shipyard; light 1 is the sun, or an arbitrary light source when in witchspace. Future versions of Oolite may change this, though.) It then loads values from the two textures. The first, the colour map value, is simply multiplied by the incoming light. For the second, the glow map, an intensity value is calculated based on the time (multiplying by 1.5 gives a frequency of 1.5 pulsations per second, or 1/1.5 = 0.666… Hz) and the alpha channel of the glow map, which specifies animation phase. The glow map is likewise multiplied by its intensity value, and added to the total light (colour) of the fragment.
+
The last part is the function <code>main()</code>, which is the function executed by the GPU. It first calculates the contribution of light source 1, using the information prepared in the vertex shader and interpolated by the GPU. (Light 0 is used for the demo screen and shipyard; light 1 is the sun, or an arbitrary light source when in witchspace. Future versions of Oolite may change this, though. Ideally, the shader would check light 0, but in current versions of Oolite this causes problems.) It then loads values from the two textures. The first, the colour map value, is simply multiplied by the incoming light. For the second, the glow map, an intensity value is calculated based on the time, the <code>reciprocalFrequency</code> uniform and the alpha channel of the glow map, which specifies animation phase. The glow map is likewise multiplied by its intensity value, and added to the total light. Finally, the combined alpha channel is forced to 1.0, and the result assigned to the special variable <code>gl_FragColor</code>, which determines the colour of the generated fragment.
   
   
== Uniform reference ==
+
== Uniforms ==
The uniform variables currently provided by Oolite are:
+
Uniforms are variables whose value is set by the host application, i.e. Oolite. Oolite automatically supplies one uniform of type <code>sampler2D</code> for each texture, named <code>tex0</code>, <code>tex1</code> etc. It is also possible to bind uniforms to certain properties of the entity the shader is being applied to, for instance, its engine level. Additionally, constant values can be specified for uniforms, allowing a single shader to be used on different entities with differences in configuration.
  +
  +
For more information on uniforms, see [[Shaders in Oolite: uniforms]].
  +
  +
== Macros ==
  +
These preprocessor macros are defined by Oolite and may be used with the <code>#if</code>/<code>#endif</code> directives to selectively remove sections of code.
  +
 
{| class="wikitable" border="1" cellpadding="3" cellspacing="0"
 
{| class="wikitable" border="1" cellpadding="3" cellspacing="0"
|+ Uniform variables
 
  +
|+ Macros
! Name !! Type !! Description
+
! Name !! Description
|-
+
|-
| ''tex0'' || <code>sampler2D</code> || Sampler for the first texture.
+
| <code>OO_LIGHT_0_FIX</code>||In current versions of Oolite, light number 0 is effectively always attached to the camera, giving the effect of the player shining a light on anything they’re looking at. When this is fixed, <code>OO_LIGHT_0_FIX</code> will be defined. (Not yet defined in any version of Oolite.)
 
|-
 
|-
| ''tex1'' || <code>sampler2D</code> || Sampler for the second texture.
 
  +
| <code>OO_REDUCED_COMPLEXITY</code>||Defined if user has selected lower-complexity shaders.
 
|-
 
|-
|colspan="3" align="center" | …
 
  +
| <code>OO_TEXTURE_UNIT_COUNT</code>||An integer specifying the number of texture units supported by hardware, which is the maximum number of ''tex'''N''''' uniforms that will be meaningful. This should be the same as ''gl_MaxTextureUnits'', but a macro has the advantage that it can be used to completely exclude parts of the shader. (Defined in Oolite 1.69 and later.)
 
|-
 
|-
| ''tex'''N''''' || <code>sampler2D</code> || Sampler for the '''N+1th''' texture.
 
  +
| <code>OO_USER_DEFINED_BINDINGS</code>||Defined to indicate that [[Shaders in Oolite: uniforms|arbitrary uniform bindings]] are available. (Defined in Oolite 1.69 and later.)
 
|-
 
|-
| ''time'' || <code>float</code> || Uniformly increasing timer, in seconds.
 
  +
| <code>OO_TANGENT_ATTR</code>||Defined to indicate that the <code>tangent</code> vertex attribute is available. (Defined in Oolite 1.73 and later.)
|-
 
| ''engine_level'' || <code>float</code> || Engine thrust. 0.0 for no movement, 1.0 for full thrust. Greater than 1.0 for injectors or hyperspeed? Untested.
 
|-
 
| ''laser_heat_level'' || <code>float</code> || Laser temperature, ranging from 0.0 to 1.0.
 
|-
 
| ''hull_heat_level'' || <code>float</code> || Hull temperature. 1.0 is damage level. (Not implemented in 1.67.1 or earlier.)
 
 
|}
 
|}
 
   
 
== Limitations ==
 
== Limitations ==
 
The current implementation does not provide the information necessary to implement the most common form of [http://en.wikipedia.org/wiki/Normal_mapping normal mapping].
 
The current implementation does not provide the information necessary to implement the most common form of [http://en.wikipedia.org/wiki/Normal_mapping normal mapping].
  +
  +
[[Category:Oolite]]
  +
[[Category:Oolite scripting]]

Latest revision as of 19:07, 28 February 2010

See also: Materials in Oolite

Shaders are programs which run on a graphics processing unit. They provide a more flexible alternative or supplement to textures for specifying objects’ appearance. There are two widely-used types of shader, vertex shaders and fragment shaders (also known, less accurately, as pixel shaders), which are generally used in combination. Shaders can be implemented in a number of special-purpose programming languages; Oolite uses the OpenGL Shading Language, also known as GLslang or GLSL.

Shaders are supported in Oolite 1.67 for Mac OS X and later, and from 1.68 on other platforms. However, the shader support is still evolving. This page currently documents the state in Oolite 1.72.


Specifying shaders

Shaders are specified in a dictionary named shaders in the ship’s definition in shipdata.plist. The keys of this dictionary are names of textures used in the ship’s or entity’s .dat file, and the values are dictionaries specifying shaders to use instead. The elements are:

shaders dictionary values
Name Type Description
textures array of strings A list of textures used by the shader.
vertex_shader string The name of a vertex shader file to use. Oolite will search the Shaders folder of all installed OXPs for a shader of the appropriate name. (Requires Oolite 1.68 or later.)
fragment_shader string The name of a fragment shader file to use. Oolite will search the Shaders folder of all installed OXPs for a shader of the appropriate name. (Requires Oolite 1.68 or later.)
uniforms  dictionary  Uniforms to pass to the shaders.

An example

A full explanation of GLslang is beyond the scope of this article, but for illustrative purposes, here is an overview of the fragment shader code in the Freaky Thargoids example OXP.

Vertex shader

This vertex shader, like many vertex shaders, exists primarily to prepare information for the fragment shader.

varying vec3            v_normal;

void main()
{
    v_normal = normalize(gl_NormalMatrix * gl_Normal);
    
    gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
    gl_Position = ftransform();
}

The first line declares a varying variable. This may sound like an oxymoron, but varying variables have the special property that they are interpolated across geometry and passed to the fragment shader. For instance, if you set a varying variable to red at one corner of a triangle, green at a second corner, and blue at the third, the colour as seen by the fragment shader will vary smoothly across the triangle:
Glsl varying demo.png
This is followed by the function main(), which is the function that will be called by the GPU for each vertex. This sets the varying normal (direction facing out from the surface), and performs additional set-up required for positions and texture co-ordinates to make sense in the fragment shader.

Fragment shader

A fragment shader is called for each fragment of a generated polygon. A fragment is a pixel, in screen space, on which the polygon is potentially visible. (It is potentially visible because the shader may discard the fragment, and later polygons which are closer to the camera may draw over it.)

// Information from Oolite.
uniform sampler2D   tex0;
uniform sampler2D   tex1;
uniform float       time;

// Information from shipdata.plist.
uniform float       reciprocalFrequency;

// Information from vertex shader.
varying vec3        v_normal;


float wave(float t)
{
    return sin(t * 6.28318530718) * 0.5 + 0.25;
}


#define LIGHT(idx) \
    { \
        vec3 lightVector = normalize(gl_LightSource[idx].position.xyz); \
        color += gl_FrontMaterial.diffuse * gl_LightSource[idx].diffuse * max(dot(v_normal, lightVector), 0.0); \
    }


void main(void)
{
    // Calculate illumination.
    vec4 color = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
//  LIGHT(0);
    LIGHT(1);
    
    // Load texture data
    vec2 texCoord = gl_TexCoord[0].st;
    vec4 colorMap = texture2D(tex0, texCoord);
    vec4 glowMap = texture2D(tex1, texCoord);
    
    // Multiply illumination by base colour
    color *= colorMap;
    
    // Calculate glow intensity
    float t1 = reciprocalFrequency * time + glowMap.a;
    float lightLevel = wave(t1);
    
    // Add glow.
    color += lightLevel * glowMap;
    
    gl_FragColor = vec4(color.rgb, 1.0);
}

The first section declares several uniform variables, which are used to pass information from Oolite to the shader. The two sampler2D variables are used to read from the two textures used by the shader. The float variable timer is a number which increases by 1.0 each second. The float reciprocalFrequency is set in shipData.plist; this allows a shader to be used for different ships (or different shaders on the same ship) with small variations. Uniform variables can only be read, not written to.

The varying declaration is the same as in the vertex shader, but fragment shaders can only read varying variables, not write to them.

The custom function wave() is used to smoothly vary the glow map from on to off.

This is followed by a macro definition, LIGHT. A macro is substituted into the code each time it occurs; in main(), LIGHT(0) and LIGHT(1) will be replaced by the text of the macro definition, with idx in the macro being replaced with 0 or 1 respectively. Ideally, this would be a function, like wave(), but for technical reasons this causes performance problems. Specifically, under Apple’s implementation of GLSL (and probably others), this causes a set of uniforms for every light the graphics card supports to be pulled into the shader.

The last part is the function main(), which is the function executed by the GPU. It first calculates the contribution of light source 1, using the information prepared in the vertex shader and interpolated by the GPU. (Light 0 is used for the demo screen and shipyard; light 1 is the sun, or an arbitrary light source when in witchspace. Future versions of Oolite may change this, though. Ideally, the shader would check light 0, but in current versions of Oolite this causes problems.) It then loads values from the two textures. The first, the colour map value, is simply multiplied by the incoming light. For the second, the glow map, an intensity value is calculated based on the time, the reciprocalFrequency uniform and the alpha channel of the glow map, which specifies animation phase. The glow map is likewise multiplied by its intensity value, and added to the total light. Finally, the combined alpha channel is forced to 1.0, and the result assigned to the special variable gl_FragColor, which determines the colour of the generated fragment.


Uniforms

Uniforms are variables whose value is set by the host application, i.e. Oolite. Oolite automatically supplies one uniform of type sampler2D for each texture, named tex0, tex1 etc. It is also possible to bind uniforms to certain properties of the entity the shader is being applied to, for instance, its engine level. Additionally, constant values can be specified for uniforms, allowing a single shader to be used on different entities with differences in configuration.

For more information on uniforms, see Shaders in Oolite: uniforms.

Macros

These preprocessor macros are defined by Oolite and may be used with the #if/#endif directives to selectively remove sections of code.

Macros
Name Description
OO_LIGHT_0_FIX In current versions of Oolite, light number 0 is effectively always attached to the camera, giving the effect of the player shining a light on anything they’re looking at. When this is fixed, OO_LIGHT_0_FIX will be defined. (Not yet defined in any version of Oolite.)
OO_REDUCED_COMPLEXITY Defined if user has selected lower-complexity shaders.
OO_TEXTURE_UNIT_COUNT An integer specifying the number of texture units supported by hardware, which is the maximum number of texN uniforms that will be meaningful. This should be the same as gl_MaxTextureUnits, but a macro has the advantage that it can be used to completely exclude parts of the shader. (Defined in Oolite 1.69 and later.)
OO_USER_DEFINED_BINDINGS Defined to indicate that arbitrary uniform bindings are available. (Defined in Oolite 1.69 and later.)
OO_TANGENT_ATTR Defined to indicate that the tangent vertex attribute is available. (Defined in Oolite 1.73 and later.)

Limitations

The current implementation does not provide the information necessary to implement the most common form of normal mapping.