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- #version 110
- const vec3 ZERO = vec3(0.0, 0.0, 0.0);
- // x = tainted, y = specular;
- varying vec2 intensity;
- varying vec3 delta_box_min;
- varying vec3 delta_box_max;
- varying float world_z;
- uniform vec4 uniform_color;
- // x = min z, y = max z;
- uniform vec2 z_range;
- void main()
- {
- if ((world_z < z_range.x) || (z_range.y < world_z))
- discard;
- // if the fragment is outside the print volume -> use darker color
- vec3 color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(uniform_color.rgb, ZERO, 0.3333) : uniform_color.rgb;
- gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a);
- }
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