#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); }