[shaders] vertex = uniform highp mat4 u_modelMatrix; //uniform highp mat4 u_viewProjectionMatrix; //uniform highp mat4 u_modelViewProjectionMatrix; uniform lowp float u_active_extruder; uniform lowp float u_shade_factor; uniform highp mat4 u_normalMatrix; attribute highp vec4 a_vertex; attribute lowp vec4 a_color; attribute highp vec4 a_normal; varying lowp vec4 v_color; varying highp vec3 v_vertex; varying highp vec3 v_normal; varying highp vec4 v_orig_vertex; varying lowp vec4 f_color; varying highp vec3 f_vertex; varying highp vec3 f_normal; void main() { vec4 world_space_vert = u_modelMatrix * a_vertex; // gl_Position = u_viewProjectionMatrix * world_space_vert; gl_Position = world_space_vert; // gl_Position = u_modelViewProjectionMatrix * a_vertex; // shade the color depending on the extruder index stored in the alpha component of the color v_color = (a_color.a == u_active_extruder) ? a_color : a_color * u_shade_factor; v_color.a = 1.0; v_vertex = world_space_vert.xyz; v_normal = (u_normalMatrix * normalize(a_normal)).xyz; v_orig_vertex = a_vertex; // for testing without geometry shader f_color = v_color; f_vertex = v_vertex; f_normal = v_normal; } geometry = #version 410 //uniform highp mat4 u_modelMatrix; uniform highp mat4 u_viewProjectionMatrix; //uniform highp mat4 u_modelViewProjectionMatrix; layout(lines) in; layout(triangle_strip, max_vertices = 8) out; /*layout(std140) uniform Matrices { mat4 u_modelViewProjectionMatrix; };*/ in vec4 v_color[]; in vec3 v_vertex[]; in vec3 v_normal[]; in vec3 v_orig_vertex[]; out vec4 f_color; out vec3 f_normal; out vec3 f_vertex; void main() { //int i; //vec3 g_normal; //vec3 g_offset; //vec4 g_vertex_delta; vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position vec3 g_vertex_normal_vert; vec4 g_vertex_offset_vert; const float size = 0.5; //g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position; g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x); g_vertex_offset_horz = vec4(g_vertex_normal_horz * size, 0.0); //size * g_vertex_normal_horz; g_vertex_normal_vert = vec3(0.0, 1.0, 0.0); //g_vertex_offset_vert = vec3(g_vertex_normal_vert.x * 0.5f, g_vertex_normal_vert.y * 0.5f, g_vertex_normal_vert.z * 0.5f); //size * g_vertex_normal_vert; g_vertex_offset_vert = vec4(g_vertex_normal_vert * size, 0.0); f_vertex = v_vertex[0]; f_normal = g_vertex_normal_horz; f_color = v_color[0]; gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz); EmitVertex(); f_vertex = v_vertex[1]; f_color = v_color[1]; f_normal = g_vertex_normal_horz; gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz); EmitVertex(); f_vertex = v_vertex[0]; f_color = v_color[0]; f_normal = g_vertex_normal_vert; gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert); EmitVertex(); f_vertex = v_vertex[1]; f_color = v_color[1]; f_normal = g_vertex_normal_vert; gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert); EmitVertex(); f_vertex = v_vertex[0]; f_normal = -g_vertex_normal_horz; f_color = v_color[0]; gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz); EmitVertex(); f_vertex = v_vertex[1]; f_color = v_color[1]; f_normal = -g_vertex_normal_horz; gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz); EmitVertex(); f_vertex = v_vertex[0]; f_color = v_color[0]; f_normal = -g_vertex_normal_vert; gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert); EmitVertex(); f_vertex = v_vertex[1]; f_color = v_color[1]; f_normal = -g_vertex_normal_vert; gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert); EmitVertex(); EndPrimitive(); } poep = #version 410 uniform highp mat4 u_modelMatrix; uniform highp mat4 u_viewProjectionMatrix; uniform highp mat4 u_modelViewProjectionMatrix; layout(lines) in; layout(triangle_strip, max_vertices = 3) out; in vec4 v_color[]; in vec3 v_vertex[]; in vec3 v_normal[]; in vec4 v_orig_vertex[]; out vec4 f_color; out vec3 f_normal; out vec3 f_vertex; void main() { int i; vec4 delta; vec3 g_normal; vec3 g_offset; vec4 g_vertex_delta; vec4 g_vertex_normal_horz; // horizontal and vertical in respect to layers vec3 g_vertex_normal_vert; vec3 g_vertex_offset_horz; vec3 g_vertex_offset_vert; float size = 3; g_vertex_delta = v_orig_vertex[1] - v_orig_vertex[0]; g_vertex_normal_horz = vec4(g_vertex_delta.z, 0.0, -g_vertex_delta.x, g_vertex_delta.w); if (length(g_vertex_normal_horz) < 0.1) { g_vertex_normal_horz = vec4(1.0, 0.0, 0.0, 0.0); g_vertex_offset_horz = vec3(0.0, 0.0, 0.0); g_vertex_offset_vert = vec3(0.0, 0.0, 0.0); } else { g_vertex_normal_horz = normalize(g_vertex_normal_horz); g_vertex_offset_horz = (u_viewProjectionMatrix * u_modelMatrix * size * g_vertex_normal_horz).xyz; g_vertex_normal_vert = vec3(0.0, 0.0, 1.0); g_vertex_offset_vert = (u_viewProjectionMatrix * u_modelMatrix * size * g_vertex_normal_vert).xyz; } f_vertex = v_vertex[0]; f_color = v_color[0]; f_normal = g_vertex_normal_horz; gl_Position = gl_in[0].gl_Position + g_vertex_offset_horz; EmitVertex(); f_vertex = v_vertex[1]; f_color = v_color[1]; f_normal = g_vertex_normal_horz; gl_Position = gl_in[1].gl_Position + g_vertex_offset_horz; EmitVertex(); f_vertex = v_vertex[0]; f_color = v_color[0]; f_normal = g_vertex_offset_vert; gl_Position = gl_in[0].gl_Position + g_vertex_offset_vert; EmitVertex(); f_vertex = v_vertex[1]; f_color = v_color[1]; f_normal = g_vertex_offset_vert; gl_Position = gl_in[1].gl_Position + g_vertex_offset_vert; EmitVertex(); f_vertex = v_vertex[0]; f_color = v_color[0]; f_normal = -g_vertex_normal_horz; gl_Position = gl_in[0].gl_Position - g_vertex_offset_horz; EmitVertex(); f_vertex = v_vertex[1]; f_color = v_color[1]; f_normal = -g_vertex_normal_horz; gl_Position = gl_in[1].gl_Position - g_vertex_offset_horz; EmitVertex(); f_vertex = v_vertex[0]; f_color = v_color[0]; f_normal = -g_vertex_offset_vert; gl_Position = gl_in[0].gl_Position - g_vertex_offset_vert; EmitVertex(); f_vertex = v_vertex[1]; f_color = v_color[1]; f_normal = -g_vertex_offset_vert; gl_Position = gl_in[1].gl_Position - g_vertex_offset_vert; EmitVertex(); EndPrimitive(); } fragment = varying lowp vec4 f_color; varying lowp vec3 f_normal; varying lowp vec3 f_vertex; uniform mediump vec4 u_ambientColor; uniform mediump vec4 u_diffuseColor; //uniform mediump vec4 u_specularColor; //uniform mediump float u_shininess; uniform highp vec3 u_lightPosition; void Impostor(in float sphereRadius, in vec3 cameraSpherePos, in vec2 mapping, out vec3 cameraPos, out vec3 cameraNormal) { float lensqr = dot(mapping, mapping); if(lensqr > 1.0) discard; cameraNormal = vec3(mapping, sqrt(1.0 - lensqr)); cameraPos = (cameraNormal * sphereRadius) + cameraSpherePos; } void main() { vec3 cameraPos; vec3 cameraNormal; //Impostor(0.2, vec3(0.0, 0.0, 0.0), vec2(0.1, 0.1), cameraPos, cameraNormal); //gl_FrontFacing = .. mediump vec4 finalColor = vec4(0.0); finalColor += u_ambientColor; //finalColor = f_color; highp vec3 normal = normalize(f_normal); highp vec3 lightDir = normalize(u_lightPosition - f_vertex); // Diffuse Component highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0); finalColor += (NdotL * f_color); // Specular Component // TODO: We should not do specularity for fragments facing away from the light. /*highp vec3 reflectedLight = reflect(-lightDir, normal); highp vec3 viewVector = normalize(u_viewPosition - f_vertex); highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0); finalColor += pow(NdotR, u_shininess) * u_specularColor;*/ finalColor.a = 1.0; gl_FragColor = finalColor; //gl_FragColor = f_color; //gl_FragColor = vec4(f_normal, 1.0); } [defaults] u_active_extruder = 0.0 u_shade_factor = 0.60 u_specularColor = [0.4, 0.4, 0.4, 1.0] u_ambientColor = [0.3, 0.3, 0.3, 0.3] u_diffuseColor = [1.0, 0.79, 0.14, 1.0] u_shininess = 20.0 [bindings] u_modelViewProjectionMatrix = model_view_projection_matrix u_modelMatrix = model_matrix u_viewProjectionMatrix = view_projection_matrix u_normalMatrix = normal_matrix u_lightPosition = light_0_position [attributes] a_vertex = vertex a_color = color a_normal = normal