PrusaSlicer-NonPlainar/resources/shaders/toolpaths_lines.vs

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#version 110
varying vec3 eye_position;
varying vec3 eye_normal;
vec3 world_normal()
{
// the world normal is always parallel to the world XY plane
// the x component is stored into gl_Vertex.w
float x = gl_Vertex.w;
float y = sqrt(1.0 - x * x);
return vec3(x, y, 0.0);
}
void main()
{
vec4 world_position = vec4(gl_Vertex.xyz, 1.0);
gl_Position = gl_ModelViewProjectionMatrix * world_position;
eye_position = (gl_ModelViewMatrix * world_position).xyz;
eye_normal = gl_NormalMatrix * world_normal();
}