//pref
Brighten|float|0.5|1.5|2.5
SurfaceColor|float|0.0|1.0|1.0
Edge|float|0|0.2|1.0
PenWidth|float|0.01|1|1
AOradius|float|0|16|32
MatCap|set|1|1|1
Material Capture Shader http://www.alecjacobson.com/weblog/?p=4827l|note
//vert
#version 330
layout(location = 0) in vec3 Vert;
layout(location = 3) in vec3 Norm;
layout(location = 6) in vec4 Clr;
out vec3 vN, vV;
out vec4 vClr, vP;
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelViewMatrix;
uniform mat3 NormalMatrix;
void main() {
    vN = normalize((NormalMatrix * Norm));
    vP = vec4(Vert, 1.0);
    gl_Position = ModelViewProjectionMatrix * vec4(Vert, 1.0);
    vV = -vec3(ModelViewMatrix*vec4(Vert,1.0));
    vClr = Clr;
}
//frag
#version 330
in vec4 vClr, vP;
in vec3 vN, vV;
out vec4 color;
uniform float Brighten = 0.2;
uniform float SurfaceColor = 0.5;
uniform float Edge = 0.1;
uniform float PenWidth = 0.75;
uniform vec4 ClipPlane = vec4(2.0, 0.0, 0.0, 0.0);
uniform sampler2D MatCap;

vec3 desaturate(vec3 color, float amount) {
    vec3 gray = vec3(dot(vec3(0.2126,0.7152,0.0722), color));
    return vec3(mix(color, gray, amount));
}

void main() {
	if ((ClipPlane[0] < 1.5) && (dot( ClipPlane, vP) > 0.0)) discard;
	vec3 n = normalize(vN);
	vec3 v = normalize(vV);
	float lightNormDot = abs(dot(n,v)); //with respect to viewer
	if (PenWidth < lightNormDot) discard;
	vec2 uv = n.xy * 0.5 + 0.5;
	vec3 clr = texture(MatCap,uv.xy).rgb;
	vec3 surf = mix(vec3(0.67, 0.67, 0.67), vClr.rgb, SurfaceColor); //0.67 as default Brighten is 1.5
	clr = clr * surf * Brighten;
	vec3 backclr = desaturate(clr, 0.75);
	clr *= min((lightNormDot - 0.5) * Edge, 0.0) + 1.0;
	//clr *= min((max(dot(n,normalize(v)), 0.0) - 0.5) * Edge, 0.0) + 1.0;
	float backface = step(0.0, n.z);
	color = vec4(mix(backclr, clr,  backface), 1.0);
}