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			100 lines
		
	
	
	
		
			3.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			100 lines
		
	
	
	
		
			3.6 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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| 
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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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| const vec3 GREEN = vec3(0.0, 0.7, 0.0);
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| const vec3 YELLOW = vec3(0.5, 0.7, 0.0);
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| const vec3 RED = vec3(0.7, 0.0, 0.0);
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| const vec3 WHITE = vec3(1.0, 1.0, 1.0);
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| const float EPSILON = 0.0001;
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| const float BANDS_WIDTH = 10.0;
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| 
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| struct SlopeDetection
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| {
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|     bool actived;
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| 	float normal_z;
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|     mat3 volume_world_normal_matrix;
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| };
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| 
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| uniform vec4 uniform_color;
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| uniform SlopeDetection slope;
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| 
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| #ifdef ENABLE_ENVIRONMENT_MAP
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|     uniform sampler2D environment_tex;
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|     uniform bool use_environment_tex;
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| #endif // ENABLE_ENVIRONMENT_MAP
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| 
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| varying vec3 clipping_planes_dots;
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| 
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| // x = diffuse, 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 vec4 model_pos;
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| varying float world_pos_z;
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| varying float world_normal_z;
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| varying vec3 eye_normal;
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| 
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| uniform bool compute_triangle_normals_in_fs;
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| 
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| void main()
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| {
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|     if (any(lessThan(clipping_planes_dots, ZERO)))
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|         discard;
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|     vec3  color = uniform_color.rgb;
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|     float alpha = uniform_color.a;
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| 
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|     vec2  intensity_fs      = intensity;
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|     vec3  eye_normal_fs     = eye_normal;
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|     float world_normal_z_fs = world_normal_z;
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|     if (compute_triangle_normals_in_fs) {
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|         vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
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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_fs = normalize(gl_NormalMatrix * triangle_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(eye_normal_fs, LIGHT_TOP_DIR), 0.0);
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| 
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|         intensity_fs = vec2(0.0, 0.0);
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|         intensity_fs.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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|         vec3 position = (gl_ModelViewMatrix * model_pos).xyz;
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|         intensity_fs.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal_fs)), 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(eye_normal_fs, LIGHT_FRONT_DIR), 0.0);
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|         intensity_fs.x += NdotL * LIGHT_FRONT_DIFFUSE;
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| 
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|         // z component of normal vector in world coordinate used for slope shading
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|         world_normal_z_fs = slope.actived ? (normalize(slope.volume_world_normal_matrix * triangle_normal)).z : 0.0;
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|     }
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| 
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|     if (slope.actived && world_normal_z_fs < slope.normal_z - EPSILON) {
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|         color = vec3(0.7, 0.7, 1.0);
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|         alpha = 1.0;
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|     }
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|     // if the fragment is outside the print volume -> use darker color
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| 	color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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| #ifdef ENABLE_ENVIRONMENT_MAP
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|     if (use_environment_tex)
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|         gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal_fs).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity_fs.x, alpha);
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|     else
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| #endif
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|         gl_FragColor = vec4(vec3(intensity_fs.y) + color * intensity_fs.x, alpha);
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| }
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