mirror of
https://github.com/lucaspalomodevelop/meshlab.git
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84 lines
2.8 KiB
GLSL
84 lines
2.8 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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// vertex to fragment shader io
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varying vec3 N;
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varying vec3 I;
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varying vec4 Cs;
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varying vec3 LightDir;
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// globals
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uniform int useXslice;
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uniform int useYslice;
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uniform int useZslice;
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uniform float Xsliceoff;
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uniform float Ysliceoff;
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uniform float Zsliceoff;
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uniform int onlyXslice;
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uniform int onlyYslice;
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uniform int onlyZslice;
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// entry point
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void main()
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{
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if(useXslice)
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{
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if (I.x < Xsliceoff)
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discard;
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if (I.x < Xsliceoff+1)
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Cs = vec4(1.0, 0.0, 0.0, 1.0);
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if((onlyXslice)&&(I.x > Xsliceoff+1))
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discard;
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}
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if(useYslice)
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{
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if (I.y < Ysliceoff)
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discard;
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if (I.y < Ysliceoff+1)
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Cs = vec4(0.0, 1.0, 0.0, 1.0);
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if((onlyYslice)&&(I.y > Ysliceoff+1))
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discard;
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}
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if(useZslice)
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{
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if (I.z < Zsliceoff)
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discard;
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if (I.z < Zsliceoff+1)
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Cs = vec4(0.0, 0.0, 1.0, 1.0);
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if((onlyZslice)&&(I.z > Zsliceoff+1))
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discard;
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}
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float opac = dot(normalize(N), normalize(LightDir));
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if(opac<0)
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opac=abs(opac) / 4.0;
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gl_FragColor = opac * Cs;
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}
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