mirror of https://github.com/KLayout/klayout.git
WIP
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@ -94,6 +94,7 @@ D25ViewWidget::initializeGL ()
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"#undef mediump\n"
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"\n"
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"uniform vec4 color;\n"
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"uniform vec4 ambient;\n"
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"uniform vec3 illum;\n"
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"out lowp vec4 vertexColor;\n"
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"uniform mat4 matrix;\n"
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@ -104,8 +105,9 @@ D25ViewWidget::initializeGL ()
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" vec4 p0 = gl_in[0].gl_Position;\n"
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" vec4 p1 = gl_in[1].gl_Position;\n"
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" vec4 p2 = gl_in[2].gl_Position;\n"
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" vec3 n = cross(p1.xyz - p0.xyz, p2.xyz - p0.xyz);\n"
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" vertexColor.rgb = color.rgb * (max(0.0, dot(normalize(n), illum)) * 0.5 + 0.5);\n"
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" vec3 n = cross(p2.xyz - p0.xyz, p1.xyz - p0.xyz);\n"
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" float dp = dot(normalize(n), illum);\n"
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" vertexColor.rgb = color.rgb * (dp * 0.5 + 0.5) - (min(0.0, dp) * 0.5 * ambient.rgb);\n"
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" vertexColor.a = 1.0;\n"
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" gl_Position = matrix * p0;\n"
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" EmitVertex();\n"
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@ -526,7 +528,8 @@ D25ViewWidget::paintGL ()
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matrix *= m_cam_trans;
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m_shapes_program->setUniformValue ("matrix", matrix);
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m_shapes_program->setUniformValue ("illum", QVector3D (-3.0, -4.0, 2.0).normalized ());
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m_shapes_program->setUniformValue ("illum", QVector3D (-3.0, -4.0, -2.0).normalized ());
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m_shapes_program->setUniformValue ("ambient", QVector4D (0.5, 0.5, 0.5, 0.5));
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glEnableVertexAttribArray (positions);
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