variable_layer_height.vs 2.3 KB

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  1. #version 140
  2. #define INTENSITY_CORRECTION 0.6
  3. const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
  4. #define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
  5. #define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
  6. #define LIGHT_TOP_SHININESS 20.0
  7. const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
  8. #define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
  9. //#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
  10. //#define LIGHT_FRONT_SHININESS 5.0
  11. #define INTENSITY_AMBIENT 0.3
  12. uniform mat4 view_model_matrix;
  13. uniform mat4 projection_matrix;
  14. uniform mat3 view_normal_matrix;
  15. uniform mat4 volume_world_matrix;
  16. uniform float object_max_z;
  17. in vec3 v_position;
  18. in vec3 v_normal;
  19. in vec2 v_tex_coord;
  20. // x = tainted, y = specular;
  21. out vec2 intensity;
  22. out float object_z;
  23. void main()
  24. {
  25. // =====================================================
  26. // NOTE:
  27. // when object_max_z > 0.0 we are rendering the overlay
  28. // when object_max_z == 0.0 we are rendering the volumes
  29. // =====================================================
  30. // First transform the normal into camera space and normalize the result.
  31. vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(view_normal_matrix * v_normal);
  32. // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
  33. // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
  34. float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
  35. intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
  36. vec4 position = view_model_matrix * vec4(v_position, 1.0);
  37. intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
  38. // Perform the same lighting calculation for the 2nd light source (no specular)
  39. NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
  40. intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
  41. // Scaled to widths of the Z texture.
  42. object_z = (object_max_z > 0.0) ? object_max_z * v_tex_coord.y : (volume_world_matrix * vec4(v_position, 1.0)).z;
  43. gl_Position = projection_matrix * position;
  44. }