blob: 217e0e7610755b5c30a30884c59802117535f851 [file] [log] [blame]
#version 330 core
uniform struct LightInfo {
vec4 position;
vec3 intensity;
} light;
uniform struct LineInfo {
float width;
vec4 color;
} line;
uniform vec3 ka; // Ambient reflectivity
uniform vec3 kd; // Diffuse reflectivity
uniform vec3 ks; // Specular reflectivity
uniform float shininess; // Specular shininess factor
in WireframeVertex {
vec3 position;
vec3 normal;
noperspective vec4 edgeA;
noperspective vec4 edgeB;
flat int configuration;
} fs_in;
out vec4 fragColor;
vec3 adsModel( const in vec3 pos, const in vec3 n )
{
// Calculate the vector from the light to the fragment
vec3 s = normalize( vec3( light.position ) - pos );
// Calculate the vector from the fragment to the eye position (the
// origin since this is in "eye" or "camera" space
vec3 v = normalize( -pos );
// Refleft the light beam using the normal at this fragment
vec3 r = reflect( -s, n );
// Calculate the diffus component
vec3 diffuse = vec3( max( dot( s, n ), 0.0 ) );
// Calculate the specular component
vec3 specular = vec3( pow( max( dot( r, v ), 0.0 ), shininess ) );
// Combine the ambient, diffuse and specular contributions
return light.intensity * ( ka + kd * diffuse + ks * specular );
}
vec4 shadeLine( const in vec4 color )
{
// Find the smallest distance between the fragment and a triangle edge
float d;
if ( fs_in.configuration == 0 )
{
// Common configuration
d = min( fs_in.edgeA.x, fs_in.edgeA.y );
d = min( d, fs_in.edgeA.z );
}
else
{
// Handle configuration where screen space projection breaks down
// Compute and compare the squared distances
vec2 AF = gl_FragCoord.xy - fs_in.edgeA.xy;
float sqAF = dot( AF, AF );
float AFcosA = dot( AF, fs_in.edgeA.zw );
d = abs( sqAF - AFcosA * AFcosA );
vec2 BF = gl_FragCoord.xy - fs_in.edgeB.xy;
float sqBF = dot( BF, BF );
float BFcosB = dot( BF, fs_in.edgeB.zw );
d = min( d, abs( sqBF - BFcosB * BFcosB ) );
// Only need to care about the 3rd edge for some configurations.
if ( fs_in.configuration == 1 || fs_in.configuration == 2 || fs_in.configuration == 4 )
{
float AFcosA0 = dot( AF, normalize( fs_in.edgeB.xy - fs_in.edgeA.xy ) );
d = min( d, abs( sqAF - AFcosA0 * AFcosA0 ) );
}
d = sqrt( d );
}
// Blend between line color and phong color
float mixVal;
if ( d < line.width - 1.0 )
{
mixVal = 1.0;
}
else if ( d > line.width + 1.0 )
{
mixVal = 0.0;
}
else
{
float x = d - ( line.width - 1.0 );
mixVal = exp2( -2.0 * ( x * x ) );
}
return mix( color, line.color, mixVal );
}
void main()
{
// Calculate the color from the phong model
vec4 color = vec4( adsModel( fs_in.position, normalize( fs_in.normal ) ), 1.0 );
fragColor = shadeLine( color );
}