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https://github.com/lucaspalomodevelop/meshlab.git
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63 lines
3.1 KiB
GLSL
63 lines
3.1 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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//
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// reflexion_lines.vert: Fragment shader for rendering with reflexion lines
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//
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// author: Gael Guennebaud
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//
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varying vec3 EyePos;
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varying vec3 Normal;
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uniform float ScaleFactor;
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uniform float Smoothing;
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uniform float Shading;
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float arcSinus(float x) {
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return x * (1.0 + x*x * ((1.0/6.0) + x*x * ((3.0/40.0) + (15.0/336.0)*x*x)));
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}
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void main (void)
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{
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vec4 color;
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vec3 reflexionVector;
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vec3 n = normalize(Normal);
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vec3 viewVec = normalize(EyePos);
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reflexionVector = viewVec.xyz - 2.0*n*dot(n,viewVec.xyz);
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reflexionVector.z += 1.0;
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reflexionVector.z = 0.5/sqrt(dot(reflexionVector,reflexionVector));
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reflexionVector.xy = (reflexionVector.xy*reflexionVector.z) + 0.5;
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reflexionVector *= 2.0;
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// color = vec4(clamp(0.5 + Smoothing * sin(2.0 * 3.1428 * reflexionVector.x*ScaleFactor), 0.0, 1.0),
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// clamp(0.5 + Smoothing * sin(2.0 * 3.1428 * reflexionVector.y*ScaleFactor), 0.0, 1.0),
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// clamp(0.5 + Smoothing * sin(2.0 * 3.1428 * reflexionVector.z*ScaleFactor), 0.0, 1.0),
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// 1.0);
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float sharpness = 1.0/arcSinus(Smoothing*fwidth(reflexionVector.x)*2.0*ScaleFactor);
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color = vec4(clamp(0.5 + sharpness * sin(2.0 * 3.1428 * reflexionVector.x*ScaleFactor), 0.0, 1.0));
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color.a = 1.0;
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gl_FragColor = vec4(vec3(sharpness), 1.0);
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gl_FragColor = clamp(dot(gl_LightSource[0].position.xyz, n)*Shading + (1.0-Shading), 0.0, 1.0) * min(color, vec4(1.0,1.0,1.0,1.0));
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}
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