mirror of
https://github.com/lucaspalomodevelop/meshlab.git
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58 lines
2.7 KiB
GLSL
58 lines
2.7 KiB
GLSL
/****************************************************************************
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* MeshLab o o *
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* An extendible mesh processor o o *
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* _ O _ *
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* Copyright(C) 2005, 2009 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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uniform float frequency;
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uniform float edgew; // width of smooth step
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varying vec3 ObjPos; // object space coord (noisy)
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varying float V; // generic varying
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varying float LightIntensity;
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void main()
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{
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float dp = length(vec2(dFdx(V), dFdy(V)));
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float logdp = -log2(dp * 8.0);
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float ilogdp = floor(logdp);
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float stripes = exp2(ilogdp);
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float sawtooth = fract((V ) * frequency * stripes);
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float triangle = abs(2.0 * sawtooth - 1.0);
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// adjust line width
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float transition = logdp - ilogdp;
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// taper ends
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triangle = abs((1.0 + transition) * triangle - transition);
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float edge0 = clamp(LightIntensity - edgew, 0.0, 1.0);
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float edge1 = clamp(LightIntensity, 0.0, 1.0);
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float square = 1.0 - smoothstep(edge0, edge1, triangle);
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// uncomment this line to get the original color instead of white
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// gl_FragColor = gl_Color * vec4(vec3(square), 1.0);
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gl_FragColor = vec4(vec3(square), 1.0);
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}
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