gouraud.vs 2.8 KB

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  1. #version 110
  2. #define INTENSITY_CORRECTION 0.6
  3. // normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
  4. const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
  5. #define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
  6. #define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
  7. #define LIGHT_TOP_SHININESS 20.0
  8. // normalized values for (1./1.43, 0.2/1.43, 1./1.43)
  9. const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
  10. #define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
  11. //#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
  12. //#define LIGHT_FRONT_SHININESS 5.0
  13. #define INTENSITY_AMBIENT 0.3
  14. const vec3 ZERO = vec3(0.0, 0.0, 0.0);
  15. struct PrintBoxDetection
  16. {
  17. vec3 min;
  18. vec3 max;
  19. bool volume_detection;
  20. mat4 volume_world_matrix;
  21. };
  22. uniform PrintBoxDetection print_box;
  23. // Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
  24. uniform vec2 z_range;
  25. // Clipping plane - general orientation. Used by the SLA gizmo.
  26. uniform vec4 clipping_plane;
  27. // x = tainted, y = specular;
  28. varying vec2 intensity;
  29. varying vec3 delta_box_min;
  30. varying vec3 delta_box_max;
  31. varying vec3 clipping_planes_dots;
  32. void main()
  33. {
  34. // First transform the normal into camera space and normalize the result.
  35. vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
  36. // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
  37. // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
  38. float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
  39. intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
  40. intensity.y = 0.0;
  41. if (NdotL > 0.0)
  42. intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
  43. // Perform the same lighting calculation for the 2nd light source (no specular applied).
  44. NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
  45. intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
  46. // compute deltas for out of print volume detection (world coordinates)
  47. if (print_box.volume_detection)
  48. {
  49. vec3 v = (print_box.volume_world_matrix * gl_Vertex).xyz;
  50. delta_box_min = v - print_box.min;
  51. delta_box_max = v - print_box.max;
  52. }
  53. else
  54. {
  55. delta_box_min = ZERO;
  56. delta_box_max = ZERO;
  57. }
  58. gl_Position = ftransform();
  59. // Point in homogenous coordinates.
  60. vec4 world_pos = print_box.volume_world_matrix * gl_Vertex;
  61. // Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
  62. clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
  63. }