#version 140 const vec3 ZERO = vec3(0.0, 0.0, 0.0); uniform mat4 view_model_matrix; uniform mat4 projection_matrix; 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; in vec3 v_position; in vec3 v_barycentric; out vec3 clipping_planes_dots; out vec4 model_pos; out vec4 world_pos; out vec3 barycentric_coordinates; struct SlopeDetection { bool actived; float normal_z; mat3 volume_world_normal_matrix; }; uniform SlopeDetection slope; void main() { model_pos = vec4(v_position, 1.0); // Point in homogenous coordinates. world_pos = volume_world_matrix * model_pos; gl_Position = projection_matrix * view_model_matrix * model_pos; // 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 barycentric_coordinates = v_barycentric; }