mirror of
				https://github.com/SoftFever/OrcaSlicer.git
				synced 2025-10-30 20:21:12 -06:00 
			
		
		
		
	
		
			
				
	
	
		
			46 lines
		
	
	
	
		
			1.8 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			46 lines
		
	
	
	
		
			1.8 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 110
 | |
| 
 | |
| #define INTENSITY_CORRECTION 0.6
 | |
| 
 | |
| // normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
 | |
| const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
 | |
| #define LIGHT_TOP_DIFFUSE    (0.8 * INTENSITY_CORRECTION)
 | |
| #define LIGHT_TOP_SPECULAR   (0.125 * INTENSITY_CORRECTION)
 | |
| #define LIGHT_TOP_SHININESS  20.0
 | |
| 
 | |
| // normalized values for (1./1.43, 0.2/1.43, 1./1.43)
 | |
| const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
 | |
| #define LIGHT_FRONT_DIFFUSE  (0.3 * INTENSITY_CORRECTION)
 | |
| 
 | |
| #define INTENSITY_AMBIENT    0.3
 | |
| 
 | |
| // vertex attributes
 | |
| attribute vec3 v_position;
 | |
| attribute vec3 v_normal;
 | |
| // instance attributes
 | |
| attribute vec3 i_offset;
 | |
| attribute vec2 i_scales;
 | |
| 
 | |
| // x = tainted, y = specular;
 | |
| varying vec2 intensity;
 | |
| 
 | |
| void main()
 | |
| {
 | |
|     // First transform the normal into camera space and normalize the result.
 | |
|     vec3 eye_normal = normalize(gl_NormalMatrix * v_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, LIGHT_TOP_DIR), 0.0);
 | |
| 
 | |
|     intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
 | |
|     vec4 world_position = vec4(v_position * vec3(vec2(i_scales.x), i_scales.y) + i_offset, 1.0);
 | |
|     vec3 eye_position = (gl_ModelViewMatrix * world_position).xyz;
 | |
|     intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
 | |
| 
 | |
|     // Perform the same lighting calculation for the 2nd light source (no specular applied).
 | |
|     NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
 | |
|     intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
 | |
| 
 | |
|     gl_Position = gl_ProjectionMatrix * vec4(eye_position, 1.0);
 | |
| }
 | 
