meshlab/resources/shaders/slicingplane.frag
2022-05-17 10:56:56 +02:00

84 lines
2.8 KiB
GLSL

/****************************************************************************
* MeshLab o o *
* An extendible mesh processor o o *
* _ O _ *
* Copyright(C) 2005, 2009 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
// vertex to fragment shader io
varying vec3 N;
varying vec3 I;
varying vec4 Cs;
varying vec3 LightDir;
// globals
uniform int useXslice;
uniform int useYslice;
uniform int useZslice;
uniform float Xsliceoff;
uniform float Ysliceoff;
uniform float Zsliceoff;
uniform int onlyXslice;
uniform int onlyYslice;
uniform int onlyZslice;
// entry point
void main()
{
if(useXslice)
{
if (I.x < Xsliceoff)
discard;
if (I.x < Xsliceoff+1)
Cs = vec4(1.0, 0.0, 0.0, 1.0);
if((onlyXslice)&&(I.x > Xsliceoff+1))
discard;
}
if(useYslice)
{
if (I.y < Ysliceoff)
discard;
if (I.y < Ysliceoff+1)
Cs = vec4(0.0, 1.0, 0.0, 1.0);
if((onlyYslice)&&(I.y > Ysliceoff+1))
discard;
}
if(useZslice)
{
if (I.z < Zsliceoff)
discard;
if (I.z < Zsliceoff+1)
Cs = vec4(0.0, 0.0, 1.0, 1.0);
if((onlyZslice)&&(I.z > Zsliceoff+1))
discard;
}
float opac = dot(normalize(N), normalize(LightDir));
if(opac<0)
opac=abs(opac) / 4.0;
gl_FragColor = opac * Cs;
}