#version 110 #define INTENSITY_CORRECTION 0.6 const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); #define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) #define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION) #define LIGHT_TOP_SHININESS 20.0 const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074); #define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) #define INTENSITY_AMBIENT 0.3 uniform mat4 view_model_matrix; uniform mat4 projection_matrix; uniform mat3 view_normal_matrix; uniform mat4 volume_world_matrix; uniform vec2 z_range; uniform vec4 clipping_plane; attribute vec3 v_position; attribute vec3 v_normal; varying vec2 intensity; varying vec3 clipping_planes_dots; varying vec4 world_pos; varying vec3 world_normal; void main() { vec3 eye_normal = normalize(view_normal_matrix * v_normal); float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0); intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; vec4 position = view_model_matrix * vec4(v_position, 1.0); intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS); NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0); intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; world_pos = volume_world_matrix * vec4(v_position, 1.0); world_normal = normalize(vec3(volume_world_matrix * vec4(v_normal, 0.0))); gl_Position = projection_matrix * position; clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z); }