Cura/resources/shaders/overhang.shader

155 lines
4.3 KiB
GLSL

[shaders]
vertex =
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewMatrix;
uniform highp mat4 u_projectionMatrix;
uniform highp mat4 u_normalMatrix;
attribute highp vec4 a_vertex;
attribute highp vec4 a_normal;
attribute highp vec2 a_uvs;
varying highp vec3 f_vertex;
varying highp vec3 f_normal;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
f_vertex = world_space_vert.xyz;
f_normal = (u_normalMatrix * normalize(a_normal)).xyz;
}
fragment =
uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_diffuseColor;
uniform mediump vec4 u_specularColor;
uniform highp vec3 u_lightPosition;
uniform mediump float u_shininess;
uniform highp vec3 u_viewPosition;
uniform lowp float u_overhangAngle;
uniform lowp vec4 u_overhangColor;
varying highp vec3 f_vertex;
varying highp vec3 f_normal;
void main()
{
mediump vec4 finalColor = vec4(0.0);
// Ambient Component
finalColor += u_ambientColor;
highp vec3 normal = normalize(f_normal);
highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
// Diffuse Component
highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
finalColor += (NdotL * u_diffuseColor);
// 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 = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
gl_FragColor = finalColor;
gl_FragColor.a = 1.0;
}
vertex41core =
#version 410
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewMatrix;
uniform highp mat4 u_projectionMatrix;
uniform highp mat4 u_normalMatrix;
in highp vec4 a_vertex;
in highp vec4 a_normal;
in highp vec2 a_uvs;
out highp vec3 f_vertex;
out highp vec3 f_normal;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
f_vertex = world_space_vert.xyz;
f_normal = (u_normalMatrix * normalize(a_normal)).xyz;
}
fragment41core =
#version 410
uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_diffuseColor;
uniform mediump vec4 u_specularColor;
uniform highp vec3 u_lightPosition;
uniform mediump float u_shininess;
uniform highp vec3 u_viewPosition;
uniform lowp float u_overhangAngle;
uniform lowp vec4 u_overhangColor;
in highp vec3 f_vertex;
in highp vec3 f_normal;
out vec4 frag_color;
void main()
{
mediump vec4 finalColor = vec4(0.0);
// Ambient Component
finalColor += u_ambientColor;
highp vec3 normal = normalize(f_normal);
highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
// Diffuse Component
highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
finalColor += (NdotL * u_diffuseColor);
// 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 = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
frag_color = finalColor;
frag_color.a = 1.0;
}
[defaults]
u_ambientColor = [0.3, 0.3, 0.3, 1.0]
u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
u_specularColor = [0.4, 0.4, 0.4, 1.0]
u_overhangColor = [1.0, 0.0, 0.0, 1.0]
u_shininess = 20.0
[bindings]
u_modelMatrix = model_matrix
u_viewMatrix = view_matrix
u_projectionMatrix = projection_matrix
u_normalMatrix = normal_matrix
u_viewPosition = view_position
u_lightPosition = light_0_position
u_diffuseColor = diffuse_color
[attributes]
a_vertex = vertex
a_normal = normal