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