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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 INTENSITY_AMBIENT 0.3
- const vec3 ZERO = vec3(0.0, 0.0, 0.0);
- const vec3 GREEN = vec3(0.0, 0.7, 0.0);
- const vec3 YELLOW = vec3(0.5, 0.7, 0.0);
- const vec3 RED = vec3(0.7, 0.0, 0.0);
- const vec3 WHITE = vec3(1.0, 1.0, 1.0);
- const float EPSILON = 0.0001;
- const float BANDS_WIDTH = 10.0;
- struct SlopeDetection
- {
- bool actived;
- float normal_z;
- mat3 volume_world_normal_matrix;
- };
- uniform vec4 uniform_color;
- uniform SlopeDetection slope;
- #ifdef ENABLE_ENVIRONMENT_MAP
- uniform sampler2D environment_tex;
- uniform bool use_environment_tex;
- #endif // ENABLE_ENVIRONMENT_MAP
- varying vec3 clipping_planes_dots;
- // x = diffuse, y = specular;
- varying vec2 intensity;
- varying vec3 delta_box_min;
- varying vec3 delta_box_max;
- varying vec4 model_pos;
- varying float world_pos_z;
- varying float world_normal_z;
- varying vec3 eye_normal;
- uniform bool compute_triangle_normals_in_fs;
- void main()
- {
- if (any(lessThan(clipping_planes_dots, ZERO)))
- discard;
- vec3 color = uniform_color.rgb;
- float alpha = uniform_color.a;
- vec2 intensity_fs = intensity;
- vec3 eye_normal_fs = eye_normal;
- float world_normal_z_fs = world_normal_z;
- if (compute_triangle_normals_in_fs) {
- vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
- #ifdef FLIP_TRIANGLE_NORMALS
- triangle_normal = -triangle_normal;
- #endif
- // First transform the normal into camera space and normalize the result.
- eye_normal_fs = 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_fs, LIGHT_TOP_DIR), 0.0);
- intensity_fs = vec2(0.0, 0.0);
- intensity_fs.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
- vec3 position = (gl_ModelViewMatrix * model_pos).xyz;
- intensity_fs.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal_fs)), 0.0), LIGHT_TOP_SHININESS);
- // Perform the same lighting calculation for the 2nd light source (no specular applied).
- NdotL = max(dot(eye_normal_fs, LIGHT_FRONT_DIR), 0.0);
- intensity_fs.x += NdotL * LIGHT_FRONT_DIFFUSE;
- // z component of normal vector in world coordinate used for slope shading
- world_normal_z_fs = slope.actived ? (normalize(slope.volume_world_normal_matrix * triangle_normal)).z : 0.0;
- }
- if (slope.actived && world_normal_z_fs < slope.normal_z - EPSILON) {
- color = vec3(0.7, 0.7, 1.0);
- alpha = 1.0;
- }
- // if the fragment is outside the print volume -> use darker color
- color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
- #ifdef ENABLE_ENVIRONMENT_MAP
- if (use_environment_tex)
- gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal_fs).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity_fs.x, alpha);
- else
- #endif
- gl_FragColor = vec4(vec3(intensity_fs.y) + color * intensity_fs.x, alpha);
- }
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