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- #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 PrintBoxDetection
- {
- vec3 min;
- vec3 max;
- bool volume_detection;
- mat4 volume_world_matrix;
- };
- uniform PrintBoxDetection print_box;
- // 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;
- // x = tainted, y = specular;
- varying vec2 intensity;
- varying vec3 delta_box_min;
- varying vec3 delta_box_max;
- varying vec3 clipping_planes_dots;
- void main()
- {
- // First transform the normal into camera space and normalize the result.
- vec3 normal = normalize(gl_NormalMatrix * gl_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(normal, LIGHT_TOP_DIR), 0.0);
- intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
- intensity.y = 0.0;
- if (NdotL > 0.0)
- intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
- // Perform the same lighting calculation for the 2nd light source (no specular applied).
- NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
- intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
- // compute deltas for out of print volume detection (world coordinates)
- if (print_box.volume_detection)
- {
- vec3 v = (print_box.volume_world_matrix * gl_Vertex).xyz;
- delta_box_min = v - print_box.min;
- delta_box_max = v - print_box.max;
- }
- else
- {
- delta_box_min = ZERO;
- delta_box_max = ZERO;
- }
- gl_Position = ftransform();
- // Point in homogenous coordinates.
- vec4 world_pos = print_box.volume_world_matrix * gl_Vertex;
- // 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);
- }
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