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		cd4cddfca4
		
	
	
	
	
		
			
			Change-Id: I65163314374fb74f0b16df47dacae82caa6fab0d (cherry picked from commit 7bacc2c2a89be471f6fee51dd07a42222a28b55a)
		
			
				
	
	
		
			45 lines
		
	
	
	
		
			1.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			45 lines
		
	
	
	
		
			1.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 140
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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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| uniform mat4 view_model_matrix;
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| uniform mat4 projection_matrix;
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| uniform mat3 view_normal_matrix;
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| 
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| in vec3 v_position;
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| in vec3 v_normal;
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| 
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| // x = tainted, y = specular;
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| out vec2 intensity;
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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(view_normal_matrix * v_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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|     vec4 position = view_model_matrix * vec4(v_position, 1.0);
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|     intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), 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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|     gl_Position = projection_matrix * position;
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| }
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