[shaders] vertex = uniform highp mat4 u_modelMatrix; uniform highp mat4 u_viewProjectionMatrix; uniform highp mat4 u_modelViewProjectionMatrix; uniform lowp float u_active_extruder; uniform lowp float u_shade_factor; uniform highp mat4 u_normalMatrix; attribute highp vec4 a_vertex; attribute lowp vec4 a_color; attribute highp vec4 a_normal; varying lowp vec4 v_color; varying highp vec3 v_vertex; varying highp vec3 v_normal; varying highp vec3 v_orig_vertex; void main() { vec4 world_space_vert = u_modelMatrix * a_vertex; gl_Position = u_viewProjectionMatrix * world_space_vert; // gl_Position = u_modelViewProjectionMatrix * a_vertex; // shade the color depending on the extruder index stored in the alpha component of the color v_color = (a_color.a == u_active_extruder) ? a_color : a_color * u_shade_factor; v_color.a = 1.0; v_vertex = world_space_vert.xyz; v_normal = (u_normalMatrix * normalize(a_normal)).xyz; v_orig_vertex = a_vertex.xyz; } geometry = #version 410 layout(lines) in; layout(triangle_strip, max_vertices = 6) out; in vec4 v_color[]; in vec3 v_vertex[]; in vec3 v_normal[]; in vec3 v_orig_vertex[]; out vec4 f_color; out vec3 f_normal; out vec3 f_vertex; void main() { int i; vec4 delta; vec3 g_normal; vec3 g_offset; vec3 g_vertex_delta; vec3 g_vertex_normal; float size = 3; /* delta = vec4(gl_in[1].gl_Position.xy, 0.0, 0.0) - vec4(gl_in[0].gl_Position.xy, 0.0, 0.0); if (length(delta) > 0.1) { g_normal = normalize(vec3(delta.y, -delta.x, delta.z)); g_offset = vec3(g_normal.xy, 0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0); } else { g_normal = vec3(delta.y, -delta.x, delta.z); g_offset = vec3(0.0, 0.0, 0.0); } g_offset = vec3(3.5, 3.5, 0.0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0); */ //g_normal = normalize(vec3(delta.y, -delta.x, delta.z)); g_vertex_delta = v_orig_vertex[1] - v_orig_vertex[0]; g_vertex_normal = vec3(g_vertex_delta.z, 0.0, -g_vertex_delta.x); if (length(g_vertex_normal) < 0.1) { g_vertex_normal = vec3(1.0, 0.0, 0.0); } else { g_vertex_normal = normalize(g_vertex_normal); } f_vertex = v_vertex[0]; f_color = v_color[0]; f_normal = g_vertex_normal; gl_Position = gl_in[0].gl_Position + vec4(0.0, size, 0.0, 0.0); EmitVertex(); f_normal = g_vertex_normal; gl_Position = gl_in[1].gl_Position + vec4(0.0, size, 0.0, 0.0); EmitVertex(); f_normal = vec3(0.0); gl_Position = gl_in[0].gl_Position + vec4(-size, 0.0, 0.0, 0.0); EmitVertex(); //f_vertex = v_vertex[1]; //f_color = v_color[1]; f_normal = vec3(0.0); gl_Position = gl_in[1].gl_Position + vec4(size, 0.0, 0.0, 0.0); EmitVertex(); f_normal = -g_vertex_normal; gl_Position = gl_in[0].gl_Position + vec4(0, -size, 0.0, 0.0); EmitVertex(); f_normal = -g_vertex_normal; gl_Position = gl_in[1].gl_Position + vec4(0.0, -size, 0.0, 0.0); EmitVertex(); EndPrimitive(); /* f_vertex = v_vertex[0]; f_normal = -g_vertex_normal; f_color = v_color[0]; gl_Position = gl_in[0].gl_Position - g_offset; EmitVertex(); f_vertex = v_vertex[1]; f_normal = g_vertex_normal; f_color = v_color[1]; gl_Position = gl_in[1].gl_Position + g_offset; EmitVertex(); f_vertex = v_vertex[1]; f_normal = -g_vertex_normal; f_color = v_color[1]; gl_Position = gl_in[1].gl_Position - g_offset; EmitVertex(); */ } fragment = varying lowp vec4 f_color; varying lowp vec3 f_normal; varying lowp vec3 f_vertex; uniform mediump vec4 u_ambientColor; uniform mediump vec4 u_diffuseColor; uniform highp vec3 u_lightPosition; void Impostor(in float sphereRadius, in vec3 cameraSpherePos, in vec2 mapping, out vec3 cameraPos, out vec3 cameraNormal) { float lensqr = dot(mapping, mapping); if(lensqr > 1.0) discard; cameraNormal = vec3(mapping, sqrt(1.0 - lensqr)); cameraPos = (cameraNormal * sphereRadius) + cameraSpherePos; } void main() { vec3 cameraPos; vec3 cameraNormal; Impostor(0.2, vec3(0.0, 0.0, 0.0), vec2(0.1, 0.0), cameraPos, cameraNormal); mediump vec4 finalColor = vec4(0.0); finalColor += u_ambientColor; //highp vec3 normal = normalize(f_normal); highp vec3 normal = normalize(cameraNormal); highp vec3 lightDir = normalize(u_lightPosition - f_vertex); // Diffuse Component highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0); finalColor += (NdotL * f_color); finalColor.a = 1.0; gl_FragColor = finalColor; //gl_FragColor = f_color; //gl_FragColor = vec4(f_normal, 1.0); } [defaults] u_active_extruder = 0.0 u_shade_factor = 0.60 u_ambientColor = [0.3, 0.3, 0.3, 0.3] u_diffuseColor = [1.0, 0.79, 0.14, 1.0] [bindings] u_modelViewProjectionMatrix = model_view_projection_matrix u_modelMatrix = model_matrix u_viewProjectionMatrix = view_projection_matrix u_normalMatrix = normal_matrix u_lightPosition = light_0_position [attributes] a_vertex = vertex a_color = color a_normal = normal