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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 pixfactor;
out vec4 FragColor;
float defaultpixsize = pixsize * (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);
}
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