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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
60
resources/shaders/140/variable_layer_height.vs
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resources/shaders/140/variable_layer_height.vs
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#version 140
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#define INTENSITY_CORRECTION 0.6
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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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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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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 float object_max_z;
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in vec3 v_position;
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in vec3 v_normal;
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in vec2 v_tex_coord;
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// x = tainted, y = specular;
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out vec2 intensity;
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out float object_z;
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void main()
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{
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// =====================================================
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// NOTE:
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// when object_max_z > 0.0 we are rendering the overlay
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// when object_max_z == 0.0 we are rendering the volumes
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// =====================================================
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// First transform the normal into camera space and normalize the result.
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vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : 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(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, normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular)
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// Scaled to widths of the Z texture.
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object_z = (object_max_z > 0.0) ? object_max_z * v_tex_coord.y : (volume_world_matrix * vec4(v_position, 1.0)).z;
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gl_Position = projection_matrix * position;
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}
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