#version 330 core in WireframeVertex { vec3 position; vec3 normal; noperspective vec4 edgeA; noperspective vec4 edgeB; flat int configuration; } fs_in; out vec4 fragColor; 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 vec3 rimLightModel( 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 diffuse component, which for rim lighting it 1 minus s dot n // rather than s dot n as for standard diffuse lighting float sDotN = dot( s, n ); vec3 diffuse = vec3( 1.0 - max( sDotN, 0.0 ) ); // Combine the ambient, diffuse and specular contributions return light.intensity * ( ka + kd * diffuse ); } 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 shaded 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() { vec3 n = gl_FrontFacing ? fs_in.normal : -fs_in.normal; vec4 color = vec4( rimLightModel( fs_in.position, normalize( n ) ), 1.0 ); fragColor = shadeLine( color ); }