gouraud.fs 1.4 KB

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  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. void main()
  27. {
  28. if (any(lessThan(clipping_planes_dots, ZERO)))
  29. discard;
  30. vec3 color = uniform_color.rgb;
  31. float alpha = uniform_color.a;
  32. if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
  33. color = vec3(0.7, 0.7, 1.0);
  34. alpha = 1.0;
  35. }
  36. // if the fragment is outside the print volume -> use darker color
  37. color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
  38. #ifdef ENABLE_ENVIRONMENT_MAP
  39. if (use_environment_tex)
  40. gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
  41. else
  42. #endif
  43. gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
  44. }