PrusaSlicer-NonPlainar/resources/shaders/toolpaths_lines.fs

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#version 110
// 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);
const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);
// x = ambient, y = top diffuse, z = front diffuse, w = global
uniform vec4 light_intensity;
uniform vec4 uniform_color;
varying vec3 eye_normal;
void main()
{
vec3 normal = normalize(eye_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. Take the abs value to light the lines no matter in which direction the normal points.
float NdotL = abs(dot(normal, LIGHT_TOP_DIR));
2020-08-27 07:13:30 +00:00
float intensity = light_intensity.x + NdotL * light_intensity.y;
// Perform the same lighting calculation for the 2nd light source.
NdotL = abs(dot(normal, LIGHT_FRONT_DIR));
intensity += NdotL * light_intensity.z;
gl_FragColor = vec4(uniform_color.rgb * light_intensity.w * intensity, uniform_color.a);
}