diff options
author | enricoturri1966 <enricoturri@seznam.cz> | 2020-08-19 12:25:12 +0300 |
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committer | enricoturri1966 <enricoturri@seznam.cz> | 2020-08-19 12:25:12 +0300 |
commit | d91fc7b8ab0f5a3ce284483d2fa339fa04f643c3 (patch) | |
tree | 45167281774bd418001471b6f553b402fe94c059 /resources | |
parent | af200e47c13e34a4155f70ac822fb6f1a8e615cd (diff) |
ENABLE_GCODE_VIEWER -> Removed options_120_solid shader
Diffstat (limited to 'resources')
-rw-r--r-- | resources/shaders/options_120_solid.fs | 89 | ||||
-rw-r--r-- | resources/shaders/options_120_solid.vs | 14 |
2 files changed, 0 insertions, 103 deletions
diff --git a/resources/shaders/options_120_solid.fs b/resources/shaders/options_120_solid.fs deleted file mode 100644 index 4480d7b14..000000000 --- a/resources/shaders/options_120_solid.fs +++ /dev/null @@ -1,89 +0,0 @@ -// version 120 is needed for gl_PointCoord -#version 120 - -#define INTENSITY_CORRECTION 0.6 - -// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) -const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); -#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) -#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION) -#define LIGHT_TOP_SHININESS 20.0 - -// normalized values for (1./1.43, 0.2/1.43, 1./1.43) -const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074); -#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) - -#define INTENSITY_AMBIENT 0.3 - -uniform vec3 uniform_color; - -uniform ivec4 viewport; -uniform float point_size; -uniform mat4 inv_proj_matrix; - -varying vec3 eye_center; -// x = tainted, y = specular; -vec2 intensity; - -float radius = 0.5 * point_size; - -vec3 eye_position_from_fragment() -{ - // Convert screen coordinates to normalized device coordinates (NDC) - vec4 ndc = vec4((gl_FragCoord.x / viewport.z - 0.5) * 2.0, - (gl_FragCoord.y / viewport.w - 0.5) * 2.0, - (gl_FragCoord.z - 0.5) * 2.0, - gl_FragCoord.w); - // Convert NDC throuch inverse clip coordinates to view coordinates - vec4 clip = inv_proj_matrix * ndc; - return clip.xyz; -} - -vec3 eye_position_on_sphere(vec3 eye_fragment_position) -{ - vec3 eye_dir = normalize(eye_fragment_position); - float a = dot(eye_dir, eye_dir); - float b = 2.0 * dot(-eye_center, eye_dir); - float c = dot(eye_center, eye_center) - radius * radius; - float discriminant = b * b - 4 * a * c; - float t = -(b + sqrt(discriminant)) / (2.0 * a); - return t * eye_dir; -} - -vec4 on_sphere_color(vec3 eye_on_sphere_position) -{ - vec3 eye_normal = normalize(eye_on_sphere_position - eye_center); - - // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex. - // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range. - float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0); - - intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; - intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_on_sphere_position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS); - - // Perform the same lighting calculation for the 2nd light source (no specular applied). - NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0); - intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; - - return vec4(intensity.y + uniform_color.rgb * intensity.x, 1.0); -} - -float fragment_depth(vec3 eye_pos) -{ - vec4 clip_pos = gl_ProjectionMatrix * vec4(eye_pos, 1.0); - float ndc_depth = clip_pos.z / clip_pos.w; - return ((gl_DepthRange.far - gl_DepthRange.near) * ndc_depth + gl_DepthRange.near + gl_DepthRange.far) / 2.0; -} - -void main() -{ - vec2 pos = (gl_PointCoord - 0.5) * 2.0; - float radius = length(pos); - if (radius > 1.0) - discard; - - vec3 eye_on_sphere_position = eye_position_on_sphere(eye_position_from_fragment()); - -// gl_FragDepth = fragment_depth(eye_on_sphere_position); - gl_FragColor = on_sphere_color(eye_on_sphere_position); -} diff --git a/resources/shaders/options_120_solid.vs b/resources/shaders/options_120_solid.vs deleted file mode 100644 index 745ec8ddd..000000000 --- a/resources/shaders/options_120_solid.vs +++ /dev/null @@ -1,14 +0,0 @@ -#version 120 - -uniform float zoom; -uniform float point_size; -uniform float near_plane_height; - -varying vec3 eye_center; - -void main() -{ - eye_center = (gl_ModelViewMatrix * gl_Vertex).xyz; - gl_Position = ftransform(); - gl_PointSize = (gl_Position.w == 1.0) ? zoom * near_plane_height * point_size : near_plane_height * point_size / gl_Position.w; -} |