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Diffstat (limited to 'resources/shaders/toolpaths_lines.fs')
-rw-r--r--resources/shaders/toolpaths_lines.fs28
1 files changed, 28 insertions, 0 deletions
diff --git a/resources/shaders/toolpaths_lines.fs b/resources/shaders/toolpaths_lines.fs
new file mode 100644
index 000000000..31151cdc1
--- /dev/null
+++ b/resources/shaders/toolpaths_lines.fs
@@ -0,0 +1,28 @@
+#version 110
+
+// 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);
+const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);
+
+// x = ambient, y = top diffuse, z = front diffuse, w = global
+uniform vec4 light_intensity;
+uniform vec4 uniform_color;
+
+varying vec3 eye_normal;
+
+void main()
+{
+ vec3 normal = normalize(eye_normal);
+
+ // 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. Take the abs value to light the lines no matter in which direction the normal points.
+ float NdotL = abs(dot(normal, LIGHT_TOP_DIR));
+
+ float intensity = light_intensity.x + NdotL * light_intensity.y;
+
+ // Perform the same lighting calculation for the 2nd light source.
+ NdotL = abs(dot(normal, LIGHT_FRONT_DIR));
+ intensity += NdotL * light_intensity.z;
+
+ gl_FragColor = vec4(uniform_color.rgb * light_intensity.w * intensity, uniform_color.a);
+}