Fixed conflicts after merge with master and ported changes into gouraud shaders to gouraud_mod shaders

This commit is contained in:
enricoturri1966 2021-10-19 11:27:11 +02:00
commit 2c0815f537
72 changed files with 1750 additions and 1043 deletions

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@ -45,6 +45,8 @@ struct SlopeDetection
uniform vec4 uniform_color;
uniform SlopeDetection slope;
uniform bool offset_depth_buffer;
#ifdef ENABLE_ENVIRONMENT_MAP
uniform sampler2D environment_tex;
uniform bool use_environment_tex;
@ -62,8 +64,6 @@ varying vec4 world_pos;
varying float world_normal_z;
varying vec3 eye_normal;
uniform bool compute_triangle_normals_in_fs;
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
@ -71,36 +71,7 @@ void main()
vec3 color = uniform_color.rgb;
float alpha = uniform_color.a;
vec2 intensity_fs = intensity;
vec3 eye_normal_fs = eye_normal;
float world_normal_z_fs = world_normal_z;
if (compute_triangle_normals_in_fs) {
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
#ifdef FLIP_TRIANGLE_NORMALS
triangle_normal = -triangle_normal;
#endif
// First transform the normal into camera space and normalize the result.
eye_normal_fs = normalize(gl_NormalMatrix * triangle_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(eye_normal_fs, LIGHT_TOP_DIR), 0.0);
intensity_fs = vec2(0.0, 0.0);
intensity_fs.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec3 position = (gl_ModelViewMatrix * model_pos).xyz;
intensity_fs.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal_fs)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(eye_normal_fs, LIGHT_FRONT_DIR), 0.0);
intensity_fs.x += NdotL * LIGHT_FRONT_DIFFUSE;
// z component of normal vector in world coordinate used for slope shading
world_normal_z_fs = slope.actived ? (normalize(slope.volume_world_normal_matrix * triangle_normal)).z : 0.0;
}
if (slope.actived && world_normal_z_fs < slope.normal_z - EPSILON) {
if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
color = vec3(0.7, 0.7, 1.0);
alpha = 1.0;
}
@ -123,8 +94,13 @@ void main()
#ifdef ENABLE_ENVIRONMENT_MAP
if (use_environment_tex)
gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal_fs).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity_fs.x, alpha);
gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
else
#endif
gl_FragColor = vec4(vec3(intensity_fs.y) + color * intensity_fs.x, alpha);
gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
// In the support painting gizmo and the seam painting gizmo are painted triangles rendered over the already
// rendered object. To resolved z-fighting between previously rendered object and painted triangles, values
// inside the depth buffer are offset by small epsilon for painted triangles inside those gizmos.
gl_FragDepth = gl_FragCoord.z - (offset_depth_buffer ? EPSILON : 0.0);
}