|
@@ -1,77 +1,77 @@
|
|
-#version 110
|
|
|
|
-
|
|
|
|
-#define INTENSITY_CORRECTION 0.6
|
|
|
|
-
|
|
|
|
-// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
|
|
|
|
-const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
|
|
|
|
-#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
|
|
|
|
-#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
|
|
|
|
-#define LIGHT_TOP_SHININESS 20.0
|
|
|
|
-
|
|
|
|
-// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
|
|
|
|
-const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
|
|
|
|
-#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
|
|
|
|
-//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
|
|
|
|
-//#define LIGHT_FRONT_SHININESS 5.0
|
|
|
|
-
|
|
|
|
-#define INTENSITY_AMBIENT 0.3
|
|
|
|
-
|
|
|
|
-const vec3 ZERO = vec3(0.0, 0.0, 0.0);
|
|
|
|
-
|
|
|
|
-struct SlopeDetection
|
|
|
|
-{
|
|
|
|
- bool actived;
|
|
|
|
- float normal_z;
|
|
|
|
- mat3 volume_world_normal_matrix;
|
|
|
|
-};
|
|
|
|
-
|
|
|
|
-uniform mat4 view_model_matrix;
|
|
|
|
-uniform mat4 projection_matrix;
|
|
|
|
-uniform mat3 normal_matrix;
|
|
|
|
-uniform mat4 volume_world_matrix;
|
|
|
|
-uniform SlopeDetection slope;
|
|
|
|
-
|
|
|
|
-// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
|
|
|
|
-uniform vec2 z_range;
|
|
|
|
-// Clipping plane - general orientation. Used by the SLA gizmo.
|
|
|
|
-uniform vec4 clipping_plane;
|
|
|
|
-
|
|
|
|
-attribute vec3 v_position;
|
|
|
|
-attribute vec3 v_normal;
|
|
|
|
-
|
|
|
|
-// x = diffuse, y = specular;
|
|
|
|
-varying vec2 intensity;
|
|
|
|
-
|
|
|
|
-varying vec3 clipping_planes_dots;
|
|
|
|
-
|
|
|
|
-varying vec4 world_pos;
|
|
|
|
-varying float world_normal_z;
|
|
|
|
-varying vec3 eye_normal;
|
|
|
|
-
|
|
|
|
-void main()
|
|
|
|
-{
|
|
|
|
- // First transform the normal into camera space and normalize the result.
|
|
|
|
- eye_normal = normalize(normal_matrix * v_normal);
|
|
|
|
-
|
|
|
|
- // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
|
|
|
|
- // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
|
|
|
|
- float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
|
|
|
|
-
|
|
|
|
- intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
|
|
|
- vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
|
|
|
- intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
|
|
|
|
-
|
|
|
|
- // Perform the same lighting calculation for the 2nd light source (no specular applied).
|
|
|
|
- NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
|
|
|
|
- intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
|
|
|
-
|
|
|
|
- // Point in homogenous coordinates.
|
|
|
|
- world_pos = volume_world_matrix * vec4(v_position, 1.0);
|
|
|
|
-
|
|
|
|
- // z component of normal vector in world coordinate used for slope shading
|
|
|
|
- world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
|
|
|
|
-
|
|
|
|
- gl_Position = projection_matrix * position;
|
|
|
|
- // Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
|
|
|
|
- clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
|
|
|
|
-}
|
|
|
|
|
|
+#version 110
|
|
|
|
+
|
|
|
|
+#define INTENSITY_CORRECTION 0.6
|
|
|
|
+
|
|
|
|
+// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
|
|
|
|
+const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
|
|
|
|
+#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
|
|
|
|
+#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
|
|
|
|
+#define LIGHT_TOP_SHININESS 20.0
|
|
|
|
+
|
|
|
|
+// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
|
|
|
|
+const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
|
|
|
|
+#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
|
|
|
|
+//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
|
|
|
|
+//#define LIGHT_FRONT_SHININESS 5.0
|
|
|
|
+
|
|
|
|
+#define INTENSITY_AMBIENT 0.3
|
|
|
|
+
|
|
|
|
+const vec3 ZERO = vec3(0.0, 0.0, 0.0);
|
|
|
|
+
|
|
|
|
+struct SlopeDetection
|
|
|
|
+{
|
|
|
|
+ bool actived;
|
|
|
|
+ float normal_z;
|
|
|
|
+ mat3 volume_world_normal_matrix;
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+uniform mat4 view_model_matrix;
|
|
|
|
+uniform mat4 projection_matrix;
|
|
|
|
+uniform mat3 view_normal_matrix;
|
|
|
|
+uniform mat4 volume_world_matrix;
|
|
|
|
+uniform SlopeDetection slope;
|
|
|
|
+
|
|
|
|
+// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
|
|
|
|
+uniform vec2 z_range;
|
|
|
|
+// Clipping plane - general orientation. Used by the SLA gizmo.
|
|
|
|
+uniform vec4 clipping_plane;
|
|
|
|
+
|
|
|
|
+attribute vec3 v_position;
|
|
|
|
+attribute vec3 v_normal;
|
|
|
|
+
|
|
|
|
+// x = diffuse, y = specular;
|
|
|
|
+varying vec2 intensity;
|
|
|
|
+
|
|
|
|
+varying vec3 clipping_planes_dots;
|
|
|
|
+
|
|
|
|
+varying vec4 world_pos;
|
|
|
|
+varying float world_normal_z;
|
|
|
|
+varying vec3 eye_normal;
|
|
|
|
+
|
|
|
|
+void main()
|
|
|
|
+{
|
|
|
|
+ // First transform the normal into camera space and normalize the result.
|
|
|
|
+ eye_normal = normalize(view_normal_matrix * v_normal);
|
|
|
|
+
|
|
|
|
+ // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
|
|
|
|
+ // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
|
|
|
|
+ float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
|
|
|
|
+
|
|
|
|
+ intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
|
|
|
+ vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
|
|
|
+ intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
|
|
|
|
+
|
|
|
|
+ // Perform the same lighting calculation for the 2nd light source (no specular applied).
|
|
|
|
+ NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
|
|
|
|
+ intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
|
|
|
+
|
|
|
|
+ // Point in homogenous coordinates.
|
|
|
|
+ world_pos = volume_world_matrix * vec4(v_position, 1.0);
|
|
|
|
+
|
|
|
|
+ // z component of normal vector in world coordinate used for slope shading
|
|
|
|
+ world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
|
|
|
|
+
|
|
|
|
+ gl_Position = projection_matrix * position;
|
|
|
|
+ // Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
|
|
|
|
+ clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
|
|
|
|
+}
|