PrusaSlicer-NonPlainar/resources/shaders/gouraud.fs

24 lines
651 B
GLSL

#version 110
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
varying vec3 clipping_planes_dots;
// x = tainted, y = specular;
varying vec2 intensity;
varying vec3 delta_box_min;
varying vec3 delta_box_max;
uniform vec4 uniform_color;
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
// if the fragment is outside the print volume -> use darker color
vec3 color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(uniform_color.rgb, ZERO, 0.3333) : uniform_color.rgb;
gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a);
}