#version 140 const vec3 ZERO = vec3(0.0, 0.0, 0.0); struct SlopeDetection { bool actived; float normal_z; mat3 volume_world_normal_matrix; }; uniform mat4 view_model_matrix; uniform mat4 projection_matrix; uniform mat3 view_normal_matrix; uniform mat4 volume_world_matrix; uniform SlopeDetection slope; // Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane. uniform vec2 z_range; // Clipping plane - general orientation. Used by the SLA gizmo. uniform vec4 clipping_plane; // Color clip plane - general orientation. Used by the cut gizmo. uniform vec4 color_clip_plane; in vec3 v_position; in vec3 v_normal; out vec3 clipping_planes_dots; out float color_clip_plane_dot; out vec4 world_pos; out float world_normal_z; out vec3 eye_normal; out vec3 eye_position; void main() { // First transform the normal into camera space and normalize the result. eye_normal = normalize(view_normal_matrix * v_normal); vec4 position = view_model_matrix * vec4(v_position, 1.0); eye_position = position.xyz; // Point in homogenous coordinates. world_pos = volume_world_matrix * vec4(v_position, 1.0); // z component of normal vector in world coordinate used for slope shading world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0; gl_Position = projection_matrix * position; // Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded. clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z); color_clip_plane_dot = dot(world_pos, color_clip_plane); }