#version 110 const vec3 ZERO = vec3(0.0, 0.0, 0.0); attribute vec3 v_position; attribute vec3 v_barycentric; uniform mat4 volume_world_matrix; // Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane. uniform vec2 z_range; // Clipping plane - general orientation. Used by the SLA gizmo. uniform vec4 clipping_plane; varying vec3 clipping_planes_dots; varying vec4 model_pos; varying vec3 barycentric_coordinates; struct SlopeDetection { bool actived; float normal_z; mat3 volume_world_normal_matrix; }; uniform SlopeDetection slope; void main() { //model_pos = gl_Vertex; model_pos = vec4(v_position, 1.0); // Point in homogenous coordinates. //vec4 world_pos = volume_world_matrix * gl_Vertex; vec4 world_pos = volume_world_matrix * model_pos; //gl_Position = ftransform(); gl_Position = gl_ModelViewProjectionMatrix * vec4(v_position.x, v_position.y, v_position.z, 1.0); // Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded. clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z); //compute the Barycentric Coordinates //int vertexMod3 = gl_VertexID % 3; //barycentric_coordinates = vec3(float(vertexMod3 == 0), float(vertexMod3 == 1), float(vertexMod3 == 2)); barycentric_coordinates = v_barycentric; }