#version 330 core in vec2 vUV; in float vValue; in vec3 vWorldPos; out vec4 FragColor; uniform float uMinV; uniform float uMaxV; uniform sampler2D uDotTex; uniform int uHasData; // 0 = no data, 1 = has data uniform vec3 uCameraPos; uniform float uDotRadius; uniform int uRenderMode; // 0=realistic, 1=dataViz const float PI = 3.14159265359; float saturate(float x) { return clamp(x, 0.0, 1.0); } vec3 dataColorRamp(float t) { t = saturate(t); vec3 c0 = vec3(0.10, 0.75, 1.00); // cyan-blue (low) vec3 c1 = vec3(0.10, 0.95, 0.35); // green vec3 c2 = vec3(1.00, 0.92, 0.22); // yellow vec3 c3 = vec3(1.00, 0.22, 0.10); // red (high) if (t < 0.33) return mix(c0, c1, t / 0.33); if (t < 0.66) return mix(c1, c2, (t - 0.33) / 0.33); return mix(c2, c3, (t - 0.66) / 0.34); } vec3 fresnelSchlick(float cosTheta, vec3 F0) { return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0); } float D_GGX(float NdotH, float roughness) { float a = max(0.04, roughness); float alpha = a * a; float alpha2 = alpha * alpha; float denom = (NdotH * NdotH) * (alpha2 - 1.0) + 1.0; return alpha2 / (PI * denom * denom + 1e-7); } float G_SchlickGGX(float NdotV, float roughness) { float r = roughness + 1.0; float k = (r * r) / 8.0; return NdotV / (NdotV * (1.0 - k) + k + 1e-7); } float G_Smith(float NdotV, float NdotL, float roughness) { float ggx1 = G_SchlickGGX(NdotV, roughness); float ggx2 = G_SchlickGGX(NdotL, roughness); return ggx1 * ggx2; } float D_GGX_Aniso(vec3 N, vec3 H, vec3 T, vec3 B, float ax, float ay) { float NdotH = saturate(dot(N, H)); float TdotH = dot(T, H); float BdotH = dot(B, H); float ax2 = ax * ax; float ay2 = ay * ay; float denom = (TdotH * TdotH) / (ax2 + 1e-7) + (BdotH * BdotH) / (ay2 + 1e-7) + NdotH * NdotH; return 1.0 / (PI * ax * ay * denom * denom + 1e-7); } vec3 evalLight( vec3 N, vec3 V, vec3 L, vec3 lightColor, vec3 baseColor, float metallic, float roughness, float aniso, vec3 brushDir ) { float NdotL = saturate(dot(N, L)); float NdotV = saturate(dot(N, V)); if (NdotL <= 0.0 || NdotV <= 0.0) return vec3(0.0); vec3 H = normalize(V + L); float NdotH = saturate(dot(N, H)); float VdotH = saturate(dot(V, H)); vec3 F0 = mix(vec3(0.04), baseColor, metallic); vec3 F = fresnelSchlick(VdotH, F0); float D = D_GGX(NdotH, roughness); if (aniso > 0.001) { vec3 T = normalize(brushDir - N * dot(brushDir, N)); vec3 B = normalize(cross(N, T)); float alpha = max(0.04, roughness); float a = alpha * alpha; float ax = mix(a, a * 0.30, aniso); float ay = mix(a, a * 2.00, aniso); D = D_GGX_Aniso(N, H, T, B, ax, ay); } float G = G_Smith(NdotV, NdotL, roughness); vec3 spec = (D * G * F) / max(4.0 * NdotV * NdotL, 1e-6); vec3 kD = (vec3(1.0) - F) * (1.0 - metallic); vec3 diff = kD * baseColor / PI; return (diff + spec) * lightColor * NdotL; } void main() { vec2 p = vUV * 2.0 - 1.0; float r = length(p); if (r > 1.0) discard; float r01 = saturate(r); // Industrial engineering model: simple plated metal pad (brass/gold-ish). // When no data, keep a bright gold base. When data is present, render the // data color directly (no remaining gold tint), while preserving depth cues. vec3 metalBase = vec3(0.98, 0.82, 0.30); float value01 = clamp((vValue - uMinV) / max(1e-6, (uMaxV - uMinV)), 0.0, 1.0); vec3 dataCol = dataColorRamp(value01); bool hasData = (uHasData != 0); vec3 baseColor = hasData ? dataCol : metalBase; // Mostly flat, with a slight bevel near the edge to catch highlights. float slope = mix(0.06, 0.28, smoothstep(0.55, 1.0, r01)); vec3 N = normalize(vec3(p.x * slope, 1.0, p.y * slope)); vec3 V = normalize(uCameraPos - vWorldPos); float metallic = hasData ? 0.0 : 0.90; float roughness = hasData ? 0.78 : ((uRenderMode == 1) ? 0.70 : 0.55); vec3 keyL = normalize(vec3(0.55, 1.00, 0.25)); vec3 fillL = normalize(vec3(-0.30, 0.70, -0.80)); vec3 keyC = vec3(1.00, 0.98, 0.95) * 1.8; vec3 fillC = vec3(0.85, 0.90, 1.00) * 0.9; vec3 Lo = vec3(0.0); Lo += evalLight(N, V, keyL, keyC, baseColor, metallic, roughness, 0.0, vec3(1.0, 0.0, 0.0)); Lo += evalLight(N, V, fillL, fillC, baseColor, metallic, roughness, 0.0, vec3(1.0, 0.0, 0.0)); vec3 F0 = mix(vec3(0.04), baseColor, metallic); vec3 ambient = baseColor * 0.10 + F0 * 0.04; float edgeAO = smoothstep(0.88, 1.0, r01); float ao = 1.0 - edgeAO * 0.10; // Subtle boundary ring (engineering-model crispness, not a UI outline). float ring = smoothstep(0.82, 0.92, r01) - smoothstep(0.92, 1.00, r01); vec3 col = (ambient + Lo) * ao; col = mix(col, col * 0.82, ring * 0.35); FragColor = vec4(clamp(col, 0.0, 1.0), 1.0); }