Tech ENABLE_LEGACY_OPENGL_REMOVAL - Fixed calculation of normal matrices sent to shaders
Fixed conflicts during rebase with master
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1d5be00acf
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25 changed files with 767 additions and 731 deletions
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@ -1,77 +1,77 @@
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#version 110
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SHININESS 5.0
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#define INTENSITY_AMBIENT 0.3
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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struct SlopeDetection
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{
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bool actived;
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float normal_z;
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mat3 volume_world_normal_matrix;
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};
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 normal_matrix;
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uniform mat4 volume_world_matrix;
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uniform SlopeDetection slope;
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// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
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uniform vec2 z_range;
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// Clipping plane - general orientation. Used by the SLA gizmo.
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uniform vec4 clipping_plane;
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attribute vec3 v_position;
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attribute vec3 v_normal;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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varying vec3 clipping_planes_dots;
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varying vec4 world_pos;
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varying float world_normal_z;
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varying vec3 eye_normal;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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eye_normal = normalize(normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec4 position = view_model_matrix * vec4(v_position, 1.0);
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// Point in homogenous coordinates.
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world_pos = volume_world_matrix * vec4(v_position, 1.0);
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// z component of normal vector in world coordinate used for slope shading
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world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
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gl_Position = projection_matrix * position;
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
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}
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#version 110
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SHININESS 5.0
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#define INTENSITY_AMBIENT 0.3
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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struct SlopeDetection
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{
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bool actived;
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float normal_z;
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mat3 volume_world_normal_matrix;
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};
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 view_normal_matrix;
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uniform mat4 volume_world_matrix;
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uniform SlopeDetection slope;
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// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
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uniform vec2 z_range;
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// Clipping plane - general orientation. Used by the SLA gizmo.
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uniform vec4 clipping_plane;
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attribute vec3 v_position;
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attribute vec3 v_normal;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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varying vec3 clipping_planes_dots;
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varying vec4 world_pos;
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varying float world_normal_z;
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varying vec3 eye_normal;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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eye_normal = normalize(view_normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec4 position = view_model_matrix * vec4(v_position, 1.0);
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// Point in homogenous coordinates.
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world_pos = volume_world_matrix * vec4(v_position, 1.0);
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// z component of normal vector in world coordinate used for slope shading
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world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
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gl_Position = projection_matrix * position;
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
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}
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@ -1,45 +1,45 @@
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#version 110
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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#define INTENSITY_AMBIENT 0.3
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 normal_matrix;
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attribute vec3 v_position;
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attribute vec3 v_normal;
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// x = tainted, y = specular;
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varying vec2 intensity;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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vec3 normal = normalize(normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec4 position = view_model_matrix * vec4(v_position, 1.0);
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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gl_Position = projection_matrix * position;
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}
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#version 110
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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#define INTENSITY_AMBIENT 0.3
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 view_normal_matrix;
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attribute vec3 v_position;
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attribute vec3 v_normal;
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// x = tainted, y = specular;
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varying vec2 intensity;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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vec3 normal = normalize(view_normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec4 position = view_model_matrix * vec4(v_position, 1.0);
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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gl_Position = projection_matrix * position;
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}
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#version 110
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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#define INTENSITY_AMBIENT 0.3
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 normal_matrix;
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// vertex attributes
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attribute vec3 v_position;
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attribute vec3 v_normal;
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// instance attributes
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attribute vec3 i_offset;
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attribute vec2 i_scales;
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// x = tainted, y = specular;
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varying vec2 intensity;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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vec3 eye_normal = normalize(normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec4 world_position = vec4(v_position * vec3(vec2(1.5 * i_scales.x), 1.5 * i_scales.y) + i_offset - vec3(0.0, 0.0, 0.5 * i_scales.y), 1.0);
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vec4 eye_position = view_model_matrix * world_position;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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gl_Position = projection_matrix * eye_position;
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}
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#version 110
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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#define INTENSITY_AMBIENT 0.3
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 view_normal_matrix;
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// vertex attributes
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attribute vec3 v_position;
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attribute vec3 v_normal;
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// instance attributes
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attribute vec3 i_offset;
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attribute vec2 i_scales;
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// x = tainted, y = specular;
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varying vec2 intensity;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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vec3 eye_normal = normalize(view_normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec4 world_position = vec4(v_position * vec3(vec2(1.5 * i_scales.x), 1.5 * i_scales.y) + i_offset - vec3(0.0, 0.0, 0.5 * i_scales.y), 1.0);
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vec4 eye_position = view_model_matrix * world_position;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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gl_Position = projection_matrix * eye_position;
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}
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#version 110
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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#define INTENSITY_AMBIENT 0.3
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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const float EPSILON = 0.0001;
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uniform vec4 uniform_color;
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uniform bool volume_mirrored;
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uniform mat4 view_model_matrix;
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uniform mat3 normal_matrix;
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varying vec3 clipping_planes_dots;
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varying vec4 model_pos;
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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vec3 color = uniform_color.rgb;
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float alpha = uniform_color.a;
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vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
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#ifdef FLIP_TRIANGLE_NORMALS
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triangle_normal = -triangle_normal;
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#endif
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if (volume_mirrored)
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triangle_normal = -triangle_normal;
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// First transform the normal into camera space and normalize the result.
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vec3 eye_normal = normalize(normal_matrix * triangle_normal);
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|
||||
// 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);
|
||||
|
||||
// x = diffuse, y = specular;
|
||||
vec2 intensity = vec2(0.0);
|
||||
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
||||
vec3 position = (view_model_matrix * model_pos).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;
|
||||
|
||||
gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
|
||||
}
|
||||
#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 INTENSITY_AMBIENT 0.3
|
||||
|
||||
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
|
||||
const float EPSILON = 0.0001;
|
||||
|
||||
uniform vec4 uniform_color;
|
||||
|
||||
uniform bool volume_mirrored;
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat3 view_normal_matrix;
|
||||
|
||||
varying vec3 clipping_planes_dots;
|
||||
varying vec4 model_pos;
|
||||
|
||||
void main()
|
||||
{
|
||||
if (any(lessThan(clipping_planes_dots, ZERO)))
|
||||
discard;
|
||||
vec3 color = uniform_color.rgb;
|
||||
float alpha = uniform_color.a;
|
||||
|
||||
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
|
||||
#ifdef FLIP_TRIANGLE_NORMALS
|
||||
triangle_normal = -triangle_normal;
|
||||
#endif
|
||||
|
||||
if (volume_mirrored)
|
||||
triangle_normal = -triangle_normal;
|
||||
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 eye_normal = normalize(view_normal_matrix * triangle_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);
|
||||
|
||||
// x = diffuse, y = specular;
|
||||
vec2 intensity = vec2(0.0);
|
||||
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
||||
vec3 position = (view_model_matrix * model_pos).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;
|
||||
|
||||
gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
|
||||
}
|
||||
|
|
|
@ -1,47 +1,47 @@
|
|||
#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 INTENSITY_AMBIENT 0.3
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat3 normal_matrix;
|
||||
|
||||
attribute vec3 v_position;
|
||||
attribute vec3 v_normal;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
varying vec2 intensity;
|
||||
varying vec3 world_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 normal = normalize(normal_matrix * v_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;
|
||||
vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), 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;
|
||||
|
||||
world_position = v_position;
|
||||
gl_Position = projection_matrix * position;
|
||||
}
|
||||
#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 INTENSITY_AMBIENT 0.3
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat3 view_normal_matrix;
|
||||
|
||||
attribute vec3 v_position;
|
||||
attribute vec3 v_normal;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
varying vec2 intensity;
|
||||
varying vec3 world_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 normal = normalize(view_normal_matrix * v_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;
|
||||
vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), 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;
|
||||
|
||||
world_position = v_position;
|
||||
gl_Position = projection_matrix * position;
|
||||
}
|
||||
|
|
|
@ -1,60 +1,60 @@
|
|||
#version 110
|
||||
|
||||
#define INTENSITY_CORRECTION 0.6
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat3 normal_matrix;
|
||||
uniform mat4 volume_world_matrix;
|
||||
uniform float object_max_z;
|
||||
|
||||
attribute vec3 v_position;
|
||||
attribute vec3 v_normal;
|
||||
attribute vec2 v_tex_coord;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
varying vec2 intensity;
|
||||
|
||||
varying float object_z;
|
||||
|
||||
void main()
|
||||
{
|
||||
// =====================================================
|
||||
// NOTE:
|
||||
// when object_max_z > 0.0 we are rendering the overlay
|
||||
// when object_max_z == 0.0 we are rendering the volumes
|
||||
// =====================================================
|
||||
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(normal_matrix * v_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;
|
||||
vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
|
||||
|
||||
// Perform the same lighting calculation for the 2nd light source (no specular)
|
||||
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
|
||||
|
||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
||||
|
||||
// Scaled to widths of the Z texture.
|
||||
object_z = (object_max_z > 0.0) ? object_max_z * v_tex_coord.y : (volume_world_matrix * vec4(v_position, 1.0)).z;
|
||||
|
||||
gl_Position = projection_matrix * position;
|
||||
}
|
||||
#version 110
|
||||
|
||||
#define INTENSITY_CORRECTION 0.6
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat3 view_normal_matrix;
|
||||
uniform mat4 volume_world_matrix;
|
||||
uniform float object_max_z;
|
||||
|
||||
attribute vec3 v_position;
|
||||
attribute vec3 v_normal;
|
||||
attribute vec2 v_tex_coord;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
varying vec2 intensity;
|
||||
|
||||
varying float object_z;
|
||||
|
||||
void main()
|
||||
{
|
||||
// =====================================================
|
||||
// NOTE:
|
||||
// when object_max_z > 0.0 we are rendering the overlay
|
||||
// when object_max_z == 0.0 we are rendering the volumes
|
||||
// =====================================================
|
||||
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(view_normal_matrix * v_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;
|
||||
vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
|
||||
|
||||
// Perform the same lighting calculation for the 2nd light source (no specular)
|
||||
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
|
||||
|
||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
||||
|
||||
// Scaled to widths of the Z texture.
|
||||
object_z = (object_max_z > 0.0) ? object_max_z * v_tex_coord.y : (volume_world_matrix * vec4(v_position, 1.0)).z;
|
||||
|
||||
gl_Position = projection_matrix * position;
|
||||
}
|
||||
|
|
|
@ -1,77 +1,77 @@
|
|||
#version 140
|
||||
|
||||
#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 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat3 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;
|
||||
|
||||
in vec3 v_position;
|
||||
in vec3 v_normal;
|
||||
|
||||
// x = diffuse, y = specular;
|
||||
out vec2 intensity;
|
||||
|
||||
out vec3 clipping_planes_dots;
|
||||
|
||||
out vec4 world_pos;
|
||||
out float world_normal_z;
|
||||
out vec3 eye_normal;
|
||||
|
||||
void main()
|
||||
{
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
eye_normal = normalize(normal_matrix * v_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;
|
||||
vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), 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;
|
||||
|
||||
// Point in homogenous coordinates.
|
||||
world_pos = volume_world_matrix * vec4(v_position, 1.0);
|
||||
|
||||
// z component of normal vector in world coordinate used for slope shading
|
||||
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
|
||||
|
||||
gl_Position = projection_matrix * position;
|
||||
// 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);
|
||||
}
|
||||
#version 140
|
||||
|
||||
#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 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat3 view_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;
|
||||
|
||||
in vec3 v_position;
|
||||
in vec3 v_normal;
|
||||
|
||||
// x = diffuse, y = specular;
|
||||
out vec2 intensity;
|
||||
|
||||
out vec3 clipping_planes_dots;
|
||||
|
||||
out vec4 world_pos;
|
||||
out float world_normal_z;
|
||||
out vec3 eye_normal;
|
||||
|
||||
void main()
|
||||
{
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
eye_normal = normalize(view_normal_matrix * v_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;
|
||||
vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), 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;
|
||||
|
||||
// Point in homogenous coordinates.
|
||||
world_pos = volume_world_matrix * vec4(v_position, 1.0);
|
||||
|
||||
// z component of normal vector in world coordinate used for slope shading
|
||||
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
|
||||
|
||||
gl_Position = projection_matrix * position;
|
||||
// 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);
|
||||
}
|
||||
|
|
|
@ -1,45 +1,45 @@
|
|||
#version 140
|
||||
|
||||
#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 INTENSITY_AMBIENT 0.3
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat3 normal_matrix;
|
||||
|
||||
in vec3 v_position;
|
||||
in vec3 v_normal;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
out vec2 intensity;
|
||||
|
||||
void main()
|
||||
{
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 normal = normalize(normal_matrix * v_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;
|
||||
vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), 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;
|
||||
|
||||
gl_Position = projection_matrix * position;
|
||||
}
|
||||
#version 140
|
||||
|
||||
#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 INTENSITY_AMBIENT 0.3
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat3 view_normal_matrix;
|
||||
|
||||
in vec3 v_position;
|
||||
in vec3 v_normal;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
out vec2 intensity;
|
||||
|
||||
void main()
|
||||
{
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 normal = normalize(view_normal_matrix * v_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;
|
||||
vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), 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;
|
||||
|
||||
gl_Position = projection_matrix * position;
|
||||
}
|
||||
|
|
|
@ -1,50 +1,50 @@
|
|||
#version 140
|
||||
|
||||
#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 INTENSITY_AMBIENT 0.3
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat3 normal_matrix;
|
||||
|
||||
// vertex attributes
|
||||
in vec3 v_position;
|
||||
in vec3 v_normal;
|
||||
// instance attributes
|
||||
in vec3 i_offset;
|
||||
in vec2 i_scales;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
out vec2 intensity;
|
||||
|
||||
void main()
|
||||
{
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 eye_normal = normalize(normal_matrix * v_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;
|
||||
vec4 world_position = vec4(v_position * vec3(vec2(1.5 * i_scales.x), 1.5 * i_scales.y) + i_offset - vec3(0.0, 0.0, 0.5 * i_scales.y), 1.0);
|
||||
vec4 eye_position = view_model_matrix * world_position;
|
||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position.xyz), 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;
|
||||
|
||||
gl_Position = projection_matrix * eye_position;
|
||||
}
|
||||
#version 140
|
||||
|
||||
#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 INTENSITY_AMBIENT 0.3
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat3 view_normal_matrix;
|
||||
|
||||
// vertex attributes
|
||||
in vec3 v_position;
|
||||
in vec3 v_normal;
|
||||
// instance attributes
|
||||
in vec3 i_offset;
|
||||
in vec2 i_scales;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
out vec2 intensity;
|
||||
|
||||
void main()
|
||||
{
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 eye_normal = normalize(view_normal_matrix * v_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;
|
||||
vec4 world_position = vec4(v_position * vec3(vec2(1.5 * i_scales.x), 1.5 * i_scales.y) + i_offset - vec3(0.0, 0.0, 0.5 * i_scales.y), 1.0);
|
||||
vec4 eye_position = view_model_matrix * world_position;
|
||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position.xyz), 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;
|
||||
|
||||
gl_Position = projection_matrix * eye_position;
|
||||
}
|
||||
|
|
|
@ -22,7 +22,7 @@ uniform vec4 uniform_color;
|
|||
uniform bool volume_mirrored;
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat3 normal_matrix;
|
||||
uniform mat3 view_normal_matrix;
|
||||
|
||||
in vec3 clipping_planes_dots;
|
||||
in vec4 model_pos;
|
||||
|
@ -45,7 +45,7 @@ void main()
|
|||
triangle_normal = -triangle_normal;
|
||||
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 eye_normal = normalize(normal_matrix * triangle_normal);
|
||||
vec3 eye_normal = normalize(view_normal_matrix * triangle_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.
|
||||
|
|
|
@ -1,47 +1,47 @@
|
|||
#version 140
|
||||
|
||||
#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 INTENSITY_AMBIENT 0.3
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat3 normal_matrix;
|
||||
|
||||
in vec3 v_position;
|
||||
in vec3 v_normal;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
out vec2 intensity;
|
||||
out vec3 world_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 normal = normalize(normal_matrix * v_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;
|
||||
vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), 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;
|
||||
|
||||
world_position = v_position;
|
||||
gl_Position = projection_matrix * position;
|
||||
}
|
||||
#version 140
|
||||
|
||||
#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 INTENSITY_AMBIENT 0.3
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat3 view_normal_matrix;
|
||||
|
||||
in vec3 v_position;
|
||||
in vec3 v_normal;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
out vec2 intensity;
|
||||
out vec3 world_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 normal = normalize(view_normal_matrix * v_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;
|
||||
vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), 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;
|
||||
|
||||
world_position = v_position;
|
||||
gl_Position = projection_matrix * position;
|
||||
}
|
||||
|
|
|
@ -1,60 +1,60 @@
|
|||
#version 140
|
||||
|
||||
#define INTENSITY_CORRECTION 0.6
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat3 normal_matrix;
|
||||
uniform mat4 volume_world_matrix;
|
||||
uniform float object_max_z;
|
||||
|
||||
in vec3 v_position;
|
||||
in vec3 v_normal;
|
||||
in vec2 v_tex_coord;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
out vec2 intensity;
|
||||
|
||||
out float object_z;
|
||||
|
||||
void main()
|
||||
{
|
||||
// =====================================================
|
||||
// NOTE:
|
||||
// when object_max_z > 0.0 we are rendering the overlay
|
||||
// when object_max_z == 0.0 we are rendering the volumes
|
||||
// =====================================================
|
||||
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(normal_matrix * v_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;
|
||||
vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
|
||||
|
||||
// Perform the same lighting calculation for the 2nd light source (no specular)
|
||||
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
|
||||
|
||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
||||
|
||||
// Scaled to widths of the Z texture.
|
||||
object_z = (object_max_z > 0.0) ? object_max_z * v_tex_coord.y : (volume_world_matrix * vec4(v_position, 1.0)).z;
|
||||
|
||||
gl_Position = projection_matrix * position;
|
||||
}
|
||||
#version 140
|
||||
|
||||
#define INTENSITY_CORRECTION 0.6
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat3 view_normal_matrix;
|
||||
uniform mat4 volume_world_matrix;
|
||||
uniform float object_max_z;
|
||||
|
||||
in vec3 v_position;
|
||||
in vec3 v_normal;
|
||||
in vec2 v_tex_coord;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
out vec2 intensity;
|
||||
|
||||
out float object_z;
|
||||
|
||||
void main()
|
||||
{
|
||||
// =====================================================
|
||||
// NOTE:
|
||||
// when object_max_z > 0.0 we are rendering the overlay
|
||||
// when object_max_z == 0.0 we are rendering the volumes
|
||||
// =====================================================
|
||||
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(view_normal_matrix * v_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;
|
||||
vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
|
||||
|
||||
// Perform the same lighting calculation for the 2nd light source (no specular)
|
||||
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
|
||||
|
||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
||||
|
||||
// Scaled to widths of the Z texture.
|
||||
object_z = (object_max_z > 0.0) ? object_max_z * v_tex_coord.y : (volume_world_matrix * vec4(v_position, 1.0)).z;
|
||||
|
||||
gl_Position = projection_matrix * position;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue