//pref
Ambient|float|0|0.5|1
Diffuse|float|0|0.7|1
Specular|float|0|0.2|1
Shininess|float|1|60|120
WireWidth|float|0.1|2|20
WireType|int|0|0|2
Comment: object shimmers as is rotates. Wires useful for evaluating mesh quality. Copyright 2015 Chris Rorden, BSD2clause.|note
//geom
#version 120
#extension GL_EXT_geometry_shader4 : enable

//Intel OpenGL 4.20 Build 10.18.10.3496 on Windows 8.1 does not correctly implement
// early geometry shaders. Works fine on NVidia GPU on same setup (hybrid laptop) and with
// Intel drivers that come with OSX.

//#define INTELBUG // <- ENALBE THIS LINE TO WORK WITH BORKED INTEL DRIVERS
#ifdef INTELBUG
in vec3 vL[3];   //[3] because this makes a triangle
in vec3 vN[3];
in vec3 vV[3];
in vec4 vP[3];
in vec4 vClr[3];
out vec3 gE; //Edge value
out vec3 gL;
out vec3 gN;
out vec3 gV;
out vec4 gP;
out vec4 gClr;
#else
varying in vec3 vL[3];   //[3] because this makes a triangle
varying in vec3 vN[3];
varying in vec3 vV[3];
varying in vec4 vP[3];
varying in vec4 vClr[3];
varying out vec3 gE; //Edge value
varying out vec3 gL;
varying out vec3 gN;
varying out vec3 gV;
varying out vec4 gP;
varying out vec4 gClr;
#endif

void main(void) {
    //for(int i=0; i < gl_VerticesIn; i++) { //Intel Bug
    for(int i=0; i < 3; i++) {
    	gl_Position = gl_PositionIn[i];
    	if (i == 0)
    		gE = vec3(1.0, 0.0, 0.0);
    	else if (i == 1)
    		gE = vec3(0.0, 1.0, 0.0);
    	else
    		gE = vec3(0.0, 0.0, 1.0);
    	gL = vL[i];
    	gN = vN[i];
    	gV = vV[i];
    	gP = vP[i];
    	gClr = vClr[i];
        EmitVertex();
    }
    EndPrimitive();
}
//frag
uniform float Ambient, Diffuse, Specular, Shininess, WireWidth;
uniform vec4 ClipPlane;
uniform int WireType;
varying vec3 gE, gL, gN, gV;
varying vec4 gP, gClr;

float edgeFactor(){
    vec3 d = fwidth(gE);
    vec3 a3 = smoothstep(vec3(0.0), d*WireWidth, gE);
    return min(min(a3.x, a3.y), a3.z);
}

void main() {
	if ((ClipPlane[0] < 1.5) && (dot( ClipPlane, gP) > 0.0)) discard;
	vec3 l = normalize(gL);
	vec3 n = normalize(gN);
	vec3 h = normalize(l+normalize(gV));
	vec3 a = gClr.rgb * Ambient;
	vec3 d = gClr.rgb * Diffuse;
	float backface = 1.0 - step(0.0, n.z); //1=backface
	n = mix(n, -n, backface); //reverse normal if backface AND two-sided lighting
	float diff = abs(dot(n,l));
	float spec = pow(max(0.0,dot(n,h)), Shininess);
	vec4 face = vec4(a + d*diff + spec*Specular, 1.0);
	face.a = 1.0 - edgeFactor();
	if (face.a < 0.5) discard;
	if (WireType == 1)
		face.rgb = vec3(0.0, 0.0, 0.0);
	if (WireType == 2)
		face.rgb = vec3(1.0, 1.0, 1.0);
	gl_FragColor = face;

}
// Solid Wireframe, NVIDIA Whitepaper WP-03014-001_v01
// http://codeflow.org/entries/2012/aug/02/easy-wireframe-display-with-barycentric-coordinates/
// http://www.imm.dtu.dk/~janba/Wireframe/
