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