variable_layer_height.vs 1.9 KB

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  1. #version 110
  2. #define INTENSITY_CORRECTION 0.6
  3. const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
  4. #define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
  5. #define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
  6. #define LIGHT_TOP_SHININESS 20.0
  7. const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
  8. #define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
  9. //#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
  10. //#define LIGHT_FRONT_SHININESS 5.0
  11. #define INTENSITY_AMBIENT 0.3
  12. uniform mat4 volume_world_matrix;
  13. uniform float object_max_z;
  14. // x = tainted, y = specular;
  15. varying vec2 intensity;
  16. varying float object_z;
  17. void main()
  18. {
  19. // First transform the normal into camera space and normalize the result.
  20. vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
  21. // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
  22. // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
  23. float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
  24. intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
  25. vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
  26. intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
  27. // Perform the same lighting calculation for the 2nd light source (no specular)
  28. NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
  29. intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
  30. // Scaled to widths of the Z texture.
  31. if (object_max_z > 0.0)
  32. // when rendering the overlay
  33. object_z = object_max_z * gl_MultiTexCoord0.y;
  34. else
  35. // when rendering the volumes
  36. object_z = (volume_world_matrix * gl_Vertex).z;
  37. gl_Position = ftransform();
  38. }