Tech ENABLE_ALLOW_NEGATIVE_Z -> Shading of sinking instances

This commit is contained in:
enricoturri1966 2021-04-22 13:18:36 +02:00
parent c8b83ae011
commit 8f385aac44
4 changed files with 67 additions and 12 deletions

View file

@ -41,7 +41,7 @@ uniform vec2 z_range;
// Clipping plane - general orientation. Used by the SLA gizmo.
uniform vec4 clipping_plane;
// x = tainted, y = specular;
// x = diffuse, y = specular;
varying vec2 intensity;
varying vec3 delta_box_min;
@ -49,6 +49,8 @@ varying vec3 delta_box_max;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying float world_pos_z;
varying float world_normal_z;
varying vec3 eye_normal;
@ -69,12 +71,16 @@ void main()
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
model_pos = gl_Vertex;
// Point in homogenous coordinates.
vec4 world_pos = print_box.volume_world_matrix * gl_Vertex;
world_pos_z = world_pos.z;
// compute deltas for out of print volume detection (world coordinates)
if (print_box.actived)
{
vec3 v = (print_box.volume_world_matrix * gl_Vertex).xyz;
delta_box_min = v - print_box.min;
delta_box_max = v - print_box.max;
delta_box_min = world_pos.xyz - print_box.min;
delta_box_max = world_pos.xyz - print_box.max;
}
else
{
@ -86,8 +92,6 @@ void main()
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
gl_Position = ftransform();
// Point in homogenous coordinates.
vec4 world_pos = print_box.volume_world_matrix * gl_Vertex;
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
}