cgal/Polyhedron/demo/Polyhedron/resources/shader_c3t3.frag

111 lines
2.6 KiB
GLSL

#version 150
const int number_of_bitset = 4;
in vec4 color;
in vec4 fP;
in vec3 fN;
in float dist[6];
flat in vec2 subdomain_out;
uniform vec4 light_pos;
uniform vec4 light_diff;
uniform vec4 light_spec;
uniform vec4 light_amb;
uniform float spec_power ;
uniform int is_two_side;
uniform bool is_selected;
uniform bool is_clipbox_on;
uniform float near;
uniform float far;
uniform float width;
uniform float height;
uniform bool comparing;
uniform bool writing;
uniform sampler2D sampler;
uniform float alpha;
uniform bool is_surface;
uniform bool is_filterable;
uniform int is_visible_bitset[number_of_bitset];
out vec4 out_color;
float depth(float z)
{
return (2 * near) / (far + near - z * (far - near));
}
bool compute_clip_visibility() {
if(is_clipbox_on)
return dist[0]>0.0 ||
dist[1]>0.0 ||
dist[2]>0.0 ||
dist[3]>0.0 ||
dist[4]>0.0 ||
dist[5]>0.0;
else
return false;
}
bool compute_filtering_visibility() {
if(is_filterable)
{
uint domain1 = uint(subdomain_out.x);
uint domain2 = uint(subdomain_out.y);
uint i1 = domain1/32u;
uint j1 = domain1%32u;
uint i2 = domain2/32u;
uint j2 = domain2%32u;
uint visible1 = uint(is_visible_bitset[i1]);
uint visible2 = uint(is_visible_bitset[i2]);
return ((visible1>>j1)&1u) == 0u && ((visible2>>j2)&1u) == 0u;
}
else
return false;
}
void main(void) {
if (compute_clip_visibility() || compute_filtering_visibility()) {
discard;
}
float d = depth(gl_FragCoord.z);
float test = texture(sampler, vec2(gl_FragCoord.x/width, gl_FragCoord.y/height)).r;
if(comparing && d <= test)
discard;
if(writing)
out_color = vec4(d,d,d,1.0);
else
{
if(color.w<0 || is_surface)
{
vec4 my_color = vec4(color.xyz, 1.);
vec3 L = light_pos.xyz - fP.xyz;
vec3 V = -fP.xyz;
vec3 N;
if(fN == vec3(0.0,0.0,0.0))
{
out_color = my_color;
return;
}
else
N = normalize(fN);
L = normalize(L);
V = normalize(V);
vec3 R = reflect(-L, N);
vec4 diffuse;
if(is_two_side == 1)
diffuse = abs(dot(N,L)) * light_diff * my_color;
else
diffuse = max(dot(N,L), 0.0) * light_diff * my_color;
vec4 specular = pow(max(dot(R,V), 0.0), spec_power) * light_spec;
vec4 ret_color = vec4((my_color*light_amb).xyz + diffuse.xyz + specular.xyz,1);
if(is_selected)
out_color = vec4(ret_color.r+70.0/255.0, ret_color.g+70.0/255.0, ret_color.b+70.0/255.0, alpha);
else
out_color = vec4(ret_color.xyz, alpha);
}
else
discard;
}
}