gouraud.fs 1.4 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253
  1. #version 110
  2. const vec3 ZERO = vec3(0.0, 0.0, 0.0);
  3. const vec3 GREEN = vec3(0.0, 0.7, 0.0);
  4. const vec3 YELLOW = vec3(0.5, 0.7, 0.0);
  5. const vec3 RED = vec3(0.7, 0.0, 0.0);
  6. const float EPSILON = 0.0001;
  7. struct SlopeDetection
  8. {
  9. bool actived;
  10. float normal_z;
  11. mat3 volume_world_normal_matrix;
  12. };
  13. uniform vec4 uniform_color;
  14. uniform SlopeDetection slope;
  15. #ifdef ENABLE_ENVIRONMENT_MAP
  16. uniform sampler2D environment_tex;
  17. uniform bool use_environment_tex;
  18. #endif // ENABLE_ENVIRONMENT_MAP
  19. varying vec3 clipping_planes_dots;
  20. // x = tainted, y = specular;
  21. varying vec2 intensity;
  22. varying vec3 delta_box_min;
  23. varying vec3 delta_box_max;
  24. varying float world_normal_z;
  25. varying vec3 eye_normal;
  26. vec3 slope_color()
  27. {
  28. return (world_normal_z > slope.normal_z - EPSILON) ? GREEN : RED;
  29. }
  30. void main()
  31. {
  32. if (any(lessThan(clipping_planes_dots, ZERO)))
  33. discard;
  34. vec3 color = slope.actived ? slope_color() : uniform_color.rgb;
  35. // if the fragment is outside the print volume -> use darker color
  36. color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
  37. #ifdef ENABLE_ENVIRONMENT_MAP
  38. if (use_environment_tex)
  39. gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, uniform_color.a);
  40. else
  41. #endif
  42. gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, uniform_color.a);
  43. }