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Tech ENABLE_ALLOW_NEGATIVE_Z -> Shading of sinking instances
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4 changed files with 67 additions and 12 deletions
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@ -4,7 +4,9 @@ const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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const vec3 GREEN = vec3(0.0, 0.7, 0.0);
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const vec3 YELLOW = vec3(0.5, 0.7, 0.0);
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const vec3 RED = vec3(0.7, 0.0, 0.0);
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const vec3 WHITE = vec3(1.0, 1.0, 1.0);
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const float EPSILON = 0.0001;
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const float BANDS_WIDTH = 10.0;
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struct SlopeDetection
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{
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@ -15,6 +17,7 @@ struct SlopeDetection
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uniform vec4 uniform_color;
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uniform SlopeDetection slope;
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uniform bool sinking;
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#ifdef ENABLE_ENVIRONMENT_MAP
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uniform sampler2D environment_tex;
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@ -23,27 +26,38 @@ uniform SlopeDetection slope;
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varying vec3 clipping_planes_dots;
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// x = tainted, y = specular;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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varying vec3 delta_box_min;
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varying vec3 delta_box_max;
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varying vec4 model_pos;
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varying float world_pos_z;
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varying float world_normal_z;
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varying vec3 eye_normal;
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vec3 sinking_color(vec3 color)
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{
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return (mod(model_pos.x + model_pos.y + model_pos.z, BANDS_WIDTH) < (0.5 * BANDS_WIDTH)) ? mix(color, ZERO, 0.6666) : color;
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}
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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vec3 color = uniform_color.rgb;
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float alpha = uniform_color.a;
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if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
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if (slope.actived && world_normal_z < slope.normal_z - EPSILON)
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{
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color = vec3(0.7, 0.7, 1.0);
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alpha = 1.0;
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}
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// if the fragment is outside the print volume -> use darker color
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color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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// if the object is sinking, shade it with inclined bands or white around world z = 0
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if (sinking)
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color = (abs(world_pos_z) < 0.05) ? WHITE : sinking_color(color);
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#ifdef ENABLE_ENVIRONMENT_MAP
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if (use_environment_tex)
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gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
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