diff options
Diffstat (limited to 'resources/shaders/toolpaths_lines.fs')
-rw-r--r-- | resources/shaders/toolpaths_lines.fs | 28 |
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); +} |