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958187eb5d
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4 changed files with 164 additions and 13 deletions
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@ -415,6 +415,8 @@ class CuraApplication(QtApplication):
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controller = self.getController()
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controller.setActiveView("SolidView")
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# controller.setActiveView("LayerView")
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controller.setCameraTool("CameraTool")
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controller.setSelectionTool("SelectionTool")
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@ -455,6 +457,8 @@ class CuraApplication(QtApplication):
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self._qml_import_paths.append(Resources.getPath(self.ResourceTypes.QmlFiles))
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self.initializeEngine()
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# self.callLater(controller.setActiveView, "LayerView")
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if self._engine.rootObjects:
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self.closeSplash()
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@ -85,6 +85,7 @@ class ProcessSlicedLayersJob(Job):
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min_layer_number = layer.id
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current_layer = 0
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all_normals = []
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for layer in self._layers:
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abs_layer_number = layer.id + abs(min_layer_number)
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@ -127,6 +128,9 @@ class ProcessSlicedLayersJob(Job):
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this_poly = LayerPolygon.LayerPolygon(layer_data, extruder, line_types, new_points, line_widths)
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this_poly.buildCache()
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normals = this_poly.getNormals()
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all_normals.append(normals)
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this_layer.polygons.append(this_poly)
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Job.yieldThread()
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@ -143,7 +147,9 @@ class ProcessSlicedLayersJob(Job):
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if self._progress:
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self._progress.setProgress(progress)
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# layer_data.calculateNormals()
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# We are done processing all the layers we got from the engine, now create a mesh out of the data
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layer_data._normals = numpy.concatenate(all_normals)
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layer_mesh = layer_data.build()
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if self._abort_requested:
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@ -1,35 +1,141 @@
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[shaders]
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vertex =
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewProjectionMatrix;
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uniform highp mat4 u_modelViewProjectionMatrix;
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uniform lowp float u_active_extruder;
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uniform lowp float u_shade_factor;
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uniform highp mat4 u_normalMatrix;
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attribute highp vec4 a_vertex;
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attribute lowp vec4 a_color;
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attribute highp vec4 a_normal;
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varying lowp vec4 v_color;
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varying highp vec3 v_vertex;
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varying highp vec3 v_normal;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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vec4 world_space_vert = u_modelMatrix * a_vertex;
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gl_Position = u_viewProjectionMatrix * world_space_vert;
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// gl_Position = u_modelViewProjectionMatrix * a_vertex;
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// shade the color depending on the extruder index stored in the alpha component of the color
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v_color = (a_color.a == u_active_extruder) ? a_color : a_color * u_shade_factor;
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v_color.a = 1.0;
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v_vertex = world_space_vert.xyz;
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v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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}
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fragment =
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varying lowp vec4 v_color;
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geometry =
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#version 410
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layout(lines) in;
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layout(triangle_strip, max_vertices = 6) out;
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in vec4 v_color[];
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in vec3 v_vertex[];
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in vec3 v_normal[];
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out vec4 f_color;
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out vec3 f_normal;
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out vec3 f_vertex;
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void main()
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{
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gl_FragColor = v_color;
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int i;
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vec4 delta;
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vec3 g_normal;
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vec3 g_offset;
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delta = vec4(gl_in[1].gl_Position.xy, 0.0, 0.0) - vec4(gl_in[0].gl_Position.xy, 0.0, 0.0);
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g_normal = normalize(vec3(delta.y, -delta.x, delta.z));
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//g_offset = vec3(3.5, 3.5, 0.0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0);
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g_offset = normalize(vec3(g_normal.x, g_normal.y, 0)); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0);
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f_vertex = v_vertex[0];
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f_normal = v_normal[0];
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f_color = v_color[0];
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gl_Position = gl_in[0].gl_Position + g_offset;
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EmitVertex();
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f_normal = -v_normal[0];
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f_color = v_color[0];
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gl_Position = gl_in[0].gl_Position - g_offset;
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EmitVertex();
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f_normal = v_normal[0];
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f_color = v_color[1];
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gl_Position = gl_in[1].gl_Position + g_offset;
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EmitVertex();
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EndPrimitive();
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f_vertex = v_vertex[1];
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f_normal = -v_normal[0];
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f_color = v_color[0];
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gl_Position = gl_in[0].gl_Position - g_offset;
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EmitVertex();
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f_normal = v_normal[0];
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f_color = v_color[1];
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gl_Position = gl_in[1].gl_Position + g_offset;
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EmitVertex();
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f_normal = -v_normal[0];
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f_color = v_color[1];
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gl_Position = gl_in[1].gl_Position - g_offset;
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EmitVertex();
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EndPrimitive();
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}
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fragment =
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varying lowp vec4 f_color;
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varying lowp vec3 f_normal;
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varying lowp vec3 f_vertex;
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uniform mediump vec4 u_diffuseColor;
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//uniform highp vec3 u_lightPosition;
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void main()
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{
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mediump vec4 finalColor = vec4(0.0);
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finalColor += f_color;
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highp vec3 normal = normalize(f_normal);
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highp vec3 lightDir = normalize(vec3(0.0, 100.0, -50.0) - f_vertex);
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// Diffuse Component
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highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
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finalColor += (NdotL * u_diffuseColor);
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finalColor.a = 1.0;
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gl_FragColor = finalColor;
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//gl_FragColor = f_color;
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//gl_FragColor = vec4(f_normal, 1.0);
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}
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[defaults]
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u_active_extruder = 0.0
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u_shade_factor = 0.60
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u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
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# u_lightPosition = light_0_position
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[bindings]
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u_modelViewProjectionMatrix = model_view_projection_matrix
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u_modelMatrix = model_matrix
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u_viewProjectionMatrix = view_projection_matrix
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u_normalMatrix = normal_matrix
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[attributes]
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a_vertex = vertex
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a_color = color
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a_normal = normal
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@ -20,6 +20,40 @@ vertex =
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v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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}
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geometry =
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#version 410
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 6) out;
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in vec3 v_normal[];
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in vec3 v_vertex[];
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out vec3 f_normal;
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out vec3 f_vertex;
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void main()
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{
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int i;
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for(i = 0; i < 3; i++)
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{
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f_normal = v_normal[i];
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f_vertex = v_vertex[i];
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gl_Position = gl_in[i].gl_Position + vec4(-50, 0.0, 0.0, 0.0);
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EmitVertex();
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}
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EndPrimitive();
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for(i = 0; i < 3; i++)
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{
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f_normal = v_normal[i];
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f_vertex = v_vertex[i];
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gl_Position = gl_in[i].gl_Position + vec4(50, 0.0, 0.0, 0.0);
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EmitVertex();
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}
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EndPrimitive();
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}
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fragment =
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uniform mediump vec4 u_ambientColor;
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uniform mediump vec4 u_diffuseColor;
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@ -31,27 +65,28 @@ fragment =
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uniform lowp float u_overhangAngle;
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uniform lowp vec4 u_overhangColor;
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varying highp vec3 v_vertex;
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varying highp vec3 v_normal;
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varying highp vec3 f_vertex;
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varying highp vec3 f_normal;
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void main()
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{
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mediump vec4 finalColor = vec4(0.0);
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/* Ambient Component */
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// Ambient Component
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finalColor += u_ambientColor;
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highp vec3 normal = normalize(v_normal);
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highp vec3 lightDir = normalize(u_lightPosition - v_vertex);
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highp vec3 normal = normalize(f_normal);
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highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
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/* Diffuse Component */
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// Diffuse Component
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highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
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finalColor += (NdotL * u_diffuseColor);
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/* Specular Component */
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/* TODO: We should not do specularity for fragments facing away from the light.*/
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// Specular Component
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// TODO: We should not do specularity for fragments facing away from the light.
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highp vec3 reflectedLight = reflect(-lightDir, normal);
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highp vec3 viewVector = normalize(u_viewPosition - v_vertex);
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highp vec3 viewVector = normalize(u_viewPosition - f_vertex);
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highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
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finalColor += pow(NdotR, u_shininess) * u_specularColor;
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