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/****************************************************************************
* 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. *
* *
****************************************************************************/
uniform float frequency;
uniform float edgew; // width of smooth step
varying vec3 ObjPos; // object space coord (noisy)
varying float V; // generic varying
varying float LightIntensity;
void main()
{
float dp = length(vec2(dFdx(V), dFdy(V)));
float logdp = -log2(dp * 8.0);
float ilogdp = floor(logdp);
float stripes = exp2(ilogdp);
float sawtooth = fract((V ) * frequency * stripes);
float triangle = abs(2.0 * sawtooth - 1.0);
// adjust line width
float transition = logdp - ilogdp;
// taper ends
triangle = abs((1.0 + transition) * triangle - transition);
float edge0 = clamp(LightIntensity - edgew, 0.0, 1.0);
float edge1 = clamp(LightIntensity, 0.0, 1.0);
float square = 1.0 - smoothstep(edge0, edge1, triangle);
// uncomment this line to get the original color instead of white
// gl_FragColor = gl_Color * vec4(vec3(square), 1.0);
gl_FragColor = vec4(vec3(square), 1.0);
}
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