#version 330 in vec3 normal; in vec3 color; in vec3 position; uniform vec3 difLightDirection; uniform vec3 difLightColor; uniform vec3 ambLightColor; uniform int colorOverride; uniform int renderType; uniform int renderVertColor; uniform mat4 modelview; out vec4 FragColor; //inspired by blender checker texture node float checker(vec3 p) { p.x = (p.x + 0.000001) * 0.999999; p.y = (p.y + 0.000001) * 0.999999; p.z = (p.z + 0.000001) * 0.999999; int xi = int(round(abs(p.x))); int yi = int(round(abs(p.y))); int zi = int(round(abs(p.z))); if (mod(yi,2)==0) { if(mod(xi,2) != mod(zi,2)) return 1.0; else return 0.5; } else { if (mod(xi,2) == mod(zi,2)) return 1.0; else return 0.5; } } void main() { if (colorOverride == 1) { // Wireframe color. if (renderVertColor == 1) { FragColor = vec4(color, 1); } else { FragColor = vec4(1); } return; } vec3 displayNormal = (normal.xyz * 0.5) + 0.5; if(renderType == 0){ //default float shading = max(displayNormal.y,0.5); FragColor = vec4(vec3(1,1,1)*shading*checker(position*0.015625), 1); } else if (renderType == 1) // normals color FragColor = vec4(displayNormal.rgb,1); else if (renderType == 2) // shading FragColor = vec4(vec3(1,1,1) * max(displayNormal.y,0.5), 1); else if (renderType == 3) // diffuse FragColor = vec4(vec3(1,1,1)*checker(position*0.015625), 1); else FragColor = vec4 (0,0,0,1); }