PrusaSlicer-NonPlainar/resources/shaders/gouraud.vs

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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 PrintBoxDetection
{
vec3 min;
vec3 max;
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bool volume_detection;
mat4 volume_world_matrix;
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};
uniform PrintBoxDetection print_box;
// x = tainted, y = specular;
varying vec2 intensity;
varying vec3 delta_box_min;
varying vec3 delta_box_max;
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varying float world_z;
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void main()
{
// First transform the normal into camera space and normalize the result.
vec3 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(normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
intensity.y = 0.0;
if (NdotL > 0.0)
intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// compute deltas for out of print volume detection (world coordinates)
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if (print_box.volume_detection)
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{
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vec3 v = (print_box.volume_world_matrix * gl_Vertex).xyz;
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delta_box_min = v - print_box.min;
delta_box_max = v - print_box.max;
}
else
{
delta_box_min = ZERO;
delta_box_max = ZERO;
}
gl_Position = ftransform();
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world_z = vec3(print_box.volume_world_matrix * gl_Vertex).z;
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}