uniform mat4 ProjectionMatrix; uniform mat4 ViewMatrix; uniform sampler2D strokeColor; uniform sampler2D strokeDepth; uniform vec2 Viewport; uniform vec4 loc; uniform float energy; uniform float ambient; uniform float pixsize; /* rv3d->pixsize */ uniform float pixelsize; /* U.pixelsize */ uniform float pixfactor; out vec4 FragColor; float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor); #define height loc.w /* project 3d point to 2d on screen space */ vec2 toScreenSpace(vec4 vertex) { /* need to calculate ndc because this is not done by vertex shader */ vec3 ndc = vec3(vertex).xyz / vertex.w; vec2 sc; sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x; sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y; return sc; } void main() { float stroke_depth; vec4 objcolor; vec4 light_loc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0); vec2 light2d = toScreenSpace(light_loc); /* calc pixel scale */ float pxscale = (ProjectionMatrix[3][3] == 0.0) ? (10.0 / (light_loc.z * defaultpixsize)) : (10.0 / defaultpixsize); pxscale = max(pxscale, 0.000001); /* the height over plane is received in the w component of the loc * and needs a factor to adapt to pixels */ float peak = height * 10.0 * pxscale; vec3 light3d = vec3(light2d.x, light2d.y, peak); vec2 uv = vec2(gl_FragCoord.xy); vec3 frag_loc = vec3(uv.x, uv.y, 0); vec3 norm = vec3(0, 0, 1.0); /* always z-up */ ivec2 iuv = ivec2(uv.x, uv.y); stroke_depth = texelFetch(strokeDepth, iuv, 0).r; objcolor = texelFetch(strokeColor, iuv, 0); /* diffuse light */ vec3 lightdir = normalize(light3d - frag_loc); float diff = max(dot(norm, lightdir), 0.0); float dist = length(light3d - frag_loc) / pxscale; float factor = diff * ((energy * 100.0) / (dist * dist)); vec3 result = factor * max(ambient, 0.1) * vec3(objcolor); gl_FragDepth = stroke_depth; FragColor = vec4(result.r, result.g, result.b, objcolor.a); }