76 lines
1.7 KiB
GLSL
76 lines
1.7 KiB
GLSL
#version 140
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#extension GL_OES_standard_derivatives : enable
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uniform sampler2D tex;
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uniform vec3 diffuse;
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in vec3 v_normal;
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in vec2 v_tex_coords;
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in vec3 v_barycentric;
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in vec4 v_position;
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out vec4 color;
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vec4 wireframe_color;
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vec4 render_color;
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vec3 ambientLight = vec3(0.3,0.3,0.3);
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vec3 directionnalLight = normalize(vec3(10,5,7));
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vec3 directionnalLightFactor = vec3(0.6,0.6,0.6);
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// float edgeFactor(vec3 a){
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// vec3 d = fwidth(v_barycentric);
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// vec3 a3 = smoothstep(vec3(0.0), d*1.5, v_barycentric);
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// return min(min(a3.x, a3.y), a3.z);
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// }
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void main() {
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vec3 d = fwidth(v_barycentric);
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vec3 a3 = smoothstep(vec3(0.0), 0.8 * d, v_barycentric);
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float scale = (1 - min(min(a3.x, a3.y), a3.z)) / 2 + 0.5;
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wireframe_color = vec4(scale, scale, scale, 1.0);
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// float threshold = 0.1;
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// vec3 d = fwidth(v_barycentric);
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// if (d.x < threshold || d.y < threshold || d.z < threshold) {
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// wireframe_color = vec4(1.0, 1.0, 1.0, 1.0);
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// } else {
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// wireframe_color = vec4(0.5, 0.5, 0.5, 1.0);
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// }
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vec3 lambertComponent = dot(directionnalLight, v_normal) * directionnalLightFactor;
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lambertComponent = max(vec3(0.0, 0.0, 0.0), lambertComponent);
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vec4 factor = vec4(ambientLight + lambertComponent, 1.0);
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render_color = factor * vec4(diffuse, 1.0) * texture(tex, v_tex_coords);
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if (render_color.a < 0.05) {
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discard;
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} else {
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render_color.a = 1.0;
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}
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float z_min = 0.15;
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float z_max = 0.25;
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float lambda = (v_position.z - z_min) / (z_max - z_min);
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if (lambda < 0) {
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lambda = 0;
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}
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if (lambda > 1) {
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lambda = 1;
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}
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color = lambda * wireframe_color + (1 - lambda) * render_color;
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}
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