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112 lines
3 KiB
GLSL
112 lines
3 KiB
GLSL
#version 330 core
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uniform struct LightInfo {
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vec4 position;
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vec3 intensity;
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} light;
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uniform struct LineInfo {
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float width;
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vec4 color;
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} line;
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uniform vec3 ka; // Ambient reflectivity
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uniform vec3 kd; // Diffuse reflectivity
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uniform vec3 ks; // Specular reflectivity
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uniform float shininess; // Specular shininess factor
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in WireframeVertex {
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vec3 position;
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vec3 normal;
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noperspective vec4 edgeA;
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noperspective vec4 edgeB;
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flat int configuration;
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} fs_in;
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out vec4 fragColor;
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vec3 adsModel( const in vec3 pos, const in vec3 n )
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{
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// Calculate the vector from the light to the fragment
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vec3 s = normalize( vec3( light.position ) - pos );
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// Calculate the vector from the fragment to the eye position (the
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// origin since this is in "eye" or "camera" space
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vec3 v = normalize( -pos );
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// Calculate the diffus component
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vec3 diffuse = vec3( max( dot( s, n ), 0.0 ) );
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// Calculate the specular component
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vec3 specular = vec3(0.0, 0.0, 0.0);
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if(shininess > 0)
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{
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// Refleft the light beam using the normal at this fragment
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vec3 r = reflect( -s, n );
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vec3( pow( max( dot( r, v ), 0.0 ), shininess ) );
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}
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// Combine the ambient, diffuse and specular contributions
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return light.intensity * ( ka + kd * diffuse + ks * specular );
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}
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vec4 shadeLine( const in vec4 color )
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{
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// Find the smallest distance between the fragment and a triangle edge
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float d;
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if ( fs_in.configuration == 0 )
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{
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// Common configuration
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d = min( fs_in.edgeA.x, fs_in.edgeA.y );
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d = min( d, fs_in.edgeA.z );
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}
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else
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{
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// Handle configuration where screen space projection breaks down
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// Compute and compare the squared distances
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vec2 AF = gl_FragCoord.xy - fs_in.edgeA.xy;
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float sqAF = dot( AF, AF );
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float AFcosA = dot( AF, fs_in.edgeA.zw );
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d = abs( sqAF - AFcosA * AFcosA );
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vec2 BF = gl_FragCoord.xy - fs_in.edgeB.xy;
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float sqBF = dot( BF, BF );
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float BFcosB = dot( BF, fs_in.edgeB.zw );
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d = min( d, abs( sqBF - BFcosB * BFcosB ) );
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// Only need to care about the 3rd edge for some configurations.
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if ( fs_in.configuration == 1 || fs_in.configuration == 2 || fs_in.configuration == 4 )
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{
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float AFcosA0 = dot( AF, normalize( fs_in.edgeB.xy - fs_in.edgeA.xy ) );
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d = min( d, abs( sqAF - AFcosA0 * AFcosA0 ) );
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}
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d = sqrt( d );
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}
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// Blend between line color and phong color
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float mixVal;
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if ( d < line.width - 1.0 )
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{
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mixVal = 1.0;
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}
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else if ( d > line.width + 1.0 )
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{
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mixVal = 0.0;
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}
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else
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{
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float x = d - ( line.width - 1.0 );
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mixVal = exp2( -2.0 * ( x * x ) );
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}
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return mix( color, line.color, mixVal );
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}
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void main()
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{
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// Calculate the color from the phong model
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vec4 color = vec4( adsModel( fs_in.position, normalize( fs_in.normal ) ), 1.0 );
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fragColor = shadeLine( color );
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}
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