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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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@ -41,7 +41,7 @@ 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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// 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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@ -49,6 +49,8 @@ varying vec3 delta_box_max;
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varying vec3 clipping_planes_dots;
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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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@ -69,12 +71,16 @@ void main()
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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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model_pos = gl_Vertex;
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// Point in homogenous coordinates.
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vec4 world_pos = print_box.volume_world_matrix * gl_Vertex;
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world_pos_z = world_pos.z;
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// compute deltas for out of print volume detection (world coordinates)
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if (print_box.actived)
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{
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vec3 v = (print_box.volume_world_matrix * gl_Vertex).xyz;
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delta_box_min = v - print_box.min;
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delta_box_max = v - print_box.max;
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delta_box_min = world_pos.xyz - print_box.min;
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delta_box_max = world_pos.xyz - print_box.max;
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}
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else
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{
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@ -86,8 +92,6 @@ void main()
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world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
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gl_Position = ftransform();
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// Point in homogenous coordinates.
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vec4 world_pos = print_box.volume_world_matrix * gl_Vertex;
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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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