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			26 lines
		
	
	
	
		
			692 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			26 lines
		
	
	
	
		
			692 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 110
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| 
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| const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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| 
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| // x = tainted, y = specular;
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| varying vec2 intensity;
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| 
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| varying vec3 delta_box_min;
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| varying vec3 delta_box_max;
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| 
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| varying float world_z;
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| 
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| uniform vec4 uniform_color;
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| 
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| // x = min z, y = max z;
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| uniform vec2 z_range;
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| 
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| void main()
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| {
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|     if ((world_z < z_range.x) || (z_range.y < world_z))
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|         discard;
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| 
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|     // if the fragment is outside the print volume -> use darker color
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|     vec3 color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(uniform_color.rgb, ZERO, 0.3333) : uniform_color.rgb;
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|     gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a);
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| }
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