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			70 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			70 lines
		
	
	
	
		
			2.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 110
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| 
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| #define INTENSITY_CORRECTION 0.6
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| 
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| // normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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| const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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| #define LIGHT_TOP_DIFFUSE    (0.8 * INTENSITY_CORRECTION)
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| #define LIGHT_TOP_SPECULAR   (0.125 * INTENSITY_CORRECTION)
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| #define LIGHT_TOP_SHININESS  20.0
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| 
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| // normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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| const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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| #define LIGHT_FRONT_DIFFUSE  (0.3 * INTENSITY_CORRECTION)
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| //#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
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| //#define LIGHT_FRONT_SHININESS 5.0
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| 
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| #define INTENSITY_AMBIENT    0.3
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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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| struct PrintBoxDetection
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| {
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|     vec3 min;
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|     vec3 max;
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|     // xyz contains the offset, if w == 1.0 detection needs to be performed
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|     vec4 volume_origin;
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| };
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| 
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| uniform PrintBoxDetection print_box;
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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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| 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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|     vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
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|     
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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(normal, LIGHT_TOP_DIR), 0.0);
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| 
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|     intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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|     intensity.y = 0.0;
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| 
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|     if (NdotL > 0.0)
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|         intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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| 
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|     // Perform the same lighting calculation for the 2nd light source (no specular applied).
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|     NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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|     intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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| 
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|     // compute deltas for out of print volume detection (world coordinates)
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|     if (print_box.volume_origin.w == 1.0)
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|     {
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|         vec3 v = gl_Vertex.xyz + print_box.volume_origin.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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|     }
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|     else
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|     {
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|         delta_box_min = ZERO;
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|         delta_box_max = ZERO;
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|     }    
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| 
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|     gl_Position = ftransform();
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| } 
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