123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960 |
- #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 INTENSITY_AMBIENT 0.3
- const vec3 ZERO = vec3(0.0, 0.0, 0.0);
- const float EPSILON = 0.0001;
- uniform vec4 uniform_color;
- varying vec3 clipping_planes_dots;
- varying vec4 model_pos;
- uniform bool volume_mirrored;
- void main()
- {
- if (any(lessThan(clipping_planes_dots, ZERO)))
- discard;
- vec3 color = uniform_color.rgb;
- float alpha = uniform_color.a;
- vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
- #ifdef FLIP_TRIANGLE_NORMALS
- triangle_normal = -triangle_normal;
- #endif
- if (volume_mirrored)
- triangle_normal = -triangle_normal;
- // First transform the normal into camera space and normalize the result.
- vec3 eye_normal = normalize(gl_NormalMatrix * triangle_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);
- // x = diffuse, y = specular;
- vec2 intensity = vec2(0.0, 0.0);
- intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
- vec3 position = (gl_ModelViewMatrix * model_pos).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;
- gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
- }
|