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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 SlopeDetection
- {
- bool actived;
- float normal_z;
- mat3 volume_world_normal_matrix;
- };
- uniform mat4 volume_world_matrix;
- uniform SlopeDetection slope;
- // 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 = diffuse, y = specular;
- varying vec2 intensity;
- varying vec3 clipping_planes_dots;
- varying vec4 model_pos;
- varying vec4 world_pos;
- varying float world_normal_z;
- varying vec3 eye_normal;
- void main()
- {
- // First transform the normal into camera space and normalize the result.
- eye_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(eye_normal, LIGHT_TOP_DIR), 0.0);
- intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
- vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
- intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
- // Perform the same lighting calculation for the 2nd light source (no specular applied).
- NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
- intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
- model_pos = gl_Vertex;
- // Point in homogenous coordinates.
- world_pos = volume_world_matrix * gl_Vertex;
- // z component of normal vector in world coordinate used for slope shading
- world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
- gl_Position = ftransform();
- // 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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