2018-05-21 11:08:02 +00:00
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#version 110
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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// x = tainted, y = specular;
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varying vec2 intensity;
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varying vec3 delta_box_min;
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varying vec3 delta_box_max;
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2019-03-25 11:01:02 +00:00
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varying vec3 world_pos;
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2018-11-27 13:50:57 +00:00
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2018-05-21 11:08:02 +00:00
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uniform vec4 uniform_color;
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2018-11-27 13:50:57 +00:00
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// x = min z, y = max z;
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uniform vec2 z_range;
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2019-03-25 11:01:02 +00:00
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// clipping plane (general orientation):
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uniform vec4 clipping_plane;
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2018-05-21 11:08:02 +00:00
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void main()
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{
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2019-03-25 11:01:02 +00:00
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if ((world_pos.z < z_range.x) || (z_range.y < world_pos.z))
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discard;
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2019-04-08 14:05:18 +00:00
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if (world_pos.x*clipping_plane.x + world_pos.y*clipping_plane.y + world_pos.z*clipping_plane.z + clipping_plane.w < 0.0 )
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2018-11-27 13:50:57 +00:00
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discard;
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2018-05-21 11:08:02 +00:00
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// if the fragment is outside the print volume -> use darker color
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vec3 color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(uniform_color.rgb, ZERO, 0.3333) : uniform_color.rgb;
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gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a);
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}
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