79 lines
2.9 KiB
Plaintext
79 lines
2.9 KiB
Plaintext
|
#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 SlopeDetection
|
||
|
{
|
||
|
bool actived;
|
||
|
float normal_z;
|
||
|
mat3 volume_world_normal_matrix;
|
||
|
};
|
||
|
|
||
|
uniform mat4 volume_world_matrix;
|
||
|
uniform SlopeDetection slope;
|
||
|
|
||
|
// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
|
||
|
uniform vec2 z_range;
|
||
|
// Clipping plane - general orientation. Used by the SLA gizmo.
|
||
|
uniform vec4 clipping_plane;
|
||
|
|
||
|
// x = diffuse, y = specular;
|
||
|
varying vec2 intensity;
|
||
|
|
||
|
varying vec3 clipping_planes_dots;
|
||
|
|
||
|
varying vec4 model_pos;
|
||
|
varying vec4 world_pos;
|
||
|
varying float world_normal_z;
|
||
|
varying vec3 eye_normal;
|
||
|
|
||
|
uniform bool compute_triangle_normals_in_fs;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
if (!compute_triangle_normals_in_fs) {
|
||
|
// First transform the normal into camera space and normalize the result.
|
||
|
eye_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(eye_normal, LIGHT_TOP_DIR), 0.0);
|
||
|
|
||
|
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
||
|
vec3 position = (gl_ModelViewMatrix * gl_Vertex).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;
|
||
|
}
|
||
|
|
||
|
model_pos = gl_Vertex;
|
||
|
// Point in homogenous coordinates.
|
||
|
world_pos = volume_world_matrix * gl_Vertex;
|
||
|
|
||
|
// z component of normal vector in world coordinate used for slope shading
|
||
|
if (!compute_triangle_normals_in_fs)
|
||
|
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
|
||
|
|
||
|
gl_Position = ftransform();
|
||
|
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
|
||
|
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
|
||
|
}
|