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Removed obsolete gouraud shader files
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7 changed files with 50 additions and 224 deletions
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@ -18,14 +18,6 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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struct PrintBoxDetection
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{
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bool actived;
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vec3 min;
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vec3 max;
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mat4 volume_world_matrix;
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};
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struct SlopeDetection
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{
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bool actived;
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@ -33,7 +25,7 @@ struct SlopeDetection
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mat3 volume_world_normal_matrix;
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};
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uniform PrintBoxDetection print_box;
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uniform mat4 volume_world_matrix;
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uniform SlopeDetection slope;
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// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
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@ -44,46 +36,33 @@ uniform vec4 clipping_plane;
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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 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 vec4 world_pos;
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varying float world_normal_z;
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varying vec3 eye_normal;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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eye_normal = normalize(gl_NormalMatrix * gl_Normal);
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// First transform the normal into camera space and normalize the result.
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eye_normal = normalize(gl_NormalMatrix * gl_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(eye_normal, LIGHT_TOP_DIR), 0.0);
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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(eye_normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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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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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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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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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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} else {
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delta_box_min = ZERO;
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delta_box_max = ZERO;
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}
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world_pos = volume_world_matrix * gl_Vertex;
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// z component of normal vector in world coordinate used for slope shading
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world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
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