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| varying vec3 v0, v1, v2; varying vec3 normal, vert;
void main(void) {
vec3 line, vec, proj; float dist;
line = normalize(v1 - v0); vec = vert - v0; proj = dot(vec, line) * line; dist = length (vec - proj);
line = normalize(v2 - v0); proj = dot(vec, line) * line; dist = min(dist, length (vec - proj));
line = normalize(v2 - v1); vec = vert - v1; proj = dot(vec, line) * line; dist = min(dist, length (vec - proj));
vec3 centroid = (v0 + v1 + v2) / 3.0; vec = centroid - v1; proj = dot(vec, line) * line; float max_dist = length(vec - proj); dist /= max_dist;
dist = exp(-2.0*dist*dist); if (dist < 0.5) discard;
dist = 1.0 - dist; vec4 color = vec4(dist, dist, dist, 1.0); color = vec4(0.0, 0.0, 0.0, 1.0);
vec3 light_dir = normalize( gl_LightSource[0].position.xyz - vert ); vec3 eye_dir = normalize( -vert.xyz ); vec3 ref = normalize( -reflect( light_dir, normal ) );
vec4 ld = color * abs( dot(normal, light_dir) ); vec4 ls = color * pow( abs( dot(ref, eye_dir) ), gl_FrontMaterial.shininess );
gl_FragColor = ld + ls;
} |