mirror of
https://github.com/QIDITECH/QIDISlicer.git
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update resources
update resources
This commit is contained in:
66
resources/icons/param_zig zag.svg
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66
resources/icons/param_zig zag.svg
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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<svg
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version="1.0"
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width="300.000000pt"
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viewBox="0 0 300.000000 300.000000"
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preserveAspectRatio="xMidYMid meet"
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id="svg1"
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sodipodi:docname="param_rectilinear.svg"
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<defs
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id="metadata1"> Created by potrace 1.10, written by Peter Selinger 2001-2011 </metadata>
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@@ -79,6 +79,7 @@ src/slic3r/GUI/GUI_Preview.cpp
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src/slic3r/GUI/HintNotification.cpp
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src/slic3r/GUI/ImGuiWrapper.cpp
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src/slic3r/GUI/Jobs/ArrangeJob.cpp
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src/slic3r/GUI/Jobs/SeqArrangeJob.cpp
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src/slic3r/GUI/Jobs/ArrangeJob2.cpp
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src/slic3r/GUI/Jobs/EmbossJob.cpp
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src/slic3r/GUI/Jobs/FillBedJob.cpp
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18
resources/shaders/110/tool_marker.fs
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18
resources/shaders/110/tool_marker.fs
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#version 110
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const vec2 ZERO = vec2(0.0, 0.0);
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uniform vec4 uniform_color;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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varying vec2 clipping_planes_dots;
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a);
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}
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58
resources/shaders/110/tool_marker.vs
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58
resources/shaders/110/tool_marker.vs
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#version 110
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SHININESS 5.0
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#define INTENSITY_AMBIENT 0.3
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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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// Clipping planes used to clip the tool marker model.
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uniform vec4 clipping_planes[2];
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attribute vec3 v_position;
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attribute vec3 v_normal;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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varying vec2 clipping_planes_dots;
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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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vec3 eye_normal = normalize(view_normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec4 position = view_model_matrix * vec4(v_position, 1.0);
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// Point in homogenous coordinates.
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vec4 world_pos = volume_world_matrix * vec4(v_position, 1.0);
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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.x = dot(world_pos, clipping_planes[0]);
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clipping_planes_dots.y = dot(world_pos, clipping_planes[1]);
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gl_Position = projection_matrix * position;
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}
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19
resources/shaders/140/tool_marker.fs
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19
resources/shaders/140/tool_marker.fs
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#version 140
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const vec2 ZERO = vec2(0.0, 0.0);
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uniform vec4 uniform_color;
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// x = diffuse, y = specular;
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in vec2 intensity;
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in vec2 clipping_planes_dots;
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out vec4 out_color;
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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out_color = vec4(vec3(intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a);
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}
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58
resources/shaders/140/tool_marker.vs
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58
resources/shaders/140/tool_marker.vs
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#version 140
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SHININESS 5.0
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#define INTENSITY_AMBIENT 0.3
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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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// Clipping planes used to clip the tool marker model.
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uniform vec4 clipping_planes[2];
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in vec3 v_position;
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in vec3 v_normal;
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// x = diffuse, y = specular;
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out vec2 intensity;
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out vec2 clipping_planes_dots;
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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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vec3 eye_normal = normalize(view_normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec4 position = view_model_matrix * vec4(v_position, 1.0);
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// Point in homogenous coordinates.
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vec4 world_pos = volume_world_matrix * vec4(v_position, 1.0);
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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.x = dot(world_pos, clipping_planes[0]);
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clipping_planes_dots.y = dot(world_pos, clipping_planes[1]);
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gl_Position = projection_matrix * position;
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}
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19
resources/shaders/ES/tool_marker.fs
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resources/shaders/ES/tool_marker.fs
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#version 100
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precision highp float;
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const vec2 ZERO = vec2(0.0, 0.0);
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uniform vec4 uniform_color;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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varying vec2 clipping_planes_dots;
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a);
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}
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58
resources/shaders/ES/tool_marker.vs
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resources/shaders/ES/tool_marker.vs
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#version 100
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SHININESS 5.0
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#define INTENSITY_AMBIENT 0.3
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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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// Clipping planes used to clip the tool marker model.
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uniform vec4 clipping_planes[2];
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attribute vec3 v_position;
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attribute vec3 v_normal;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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varying vec2 clipping_planes_dots;
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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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vec3 eye_normal = normalize(view_normal_matrix * v_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec4 position = view_model_matrix * vec4(v_position, 1.0);
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// Point in homogenous coordinates.
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vec4 world_pos = volume_world_matrix * vec4(v_position, 1.0);
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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.x = dot(world_pos, clipping_planes[0]);
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clipping_planes_dots.y = dot(world_pos, clipping_planes[1]);
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gl_Position = projection_matrix * position;
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}
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