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	Tech ENABLE_GL_SHADERS_ATTRIBUTES - Added shaders for glsl version 140
(cherry picked from commit prusa3d/PrusaSlicer@76d1d4949b)
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					 76 changed files with 1145 additions and 143 deletions
				
			
		
							
								
								
									
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								resources/shaders/140/gouraud.vs
									
										
									
									
									
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								resources/shaders/140/gouraud.vs
									
										
									
									
									
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#version 140
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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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in vec3 v_position;
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in vec3 v_normal;
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// x = diffuse, y = specular;
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out vec2 intensity;
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out vec3 clipping_planes_dots;
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out vec4 world_pos;
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out float world_normal_z;
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out 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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