2018-05-21 11:08:02 +00:00
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#version 110
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2021-06-25 16:09:53 +00:00
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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#define INTENSITY_AMBIENT 0.3
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2018-05-21 11:08:02 +00:00
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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2020-03-16 07:35:13 +00:00
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const vec3 GREEN = vec3(0.0, 0.7, 0.0);
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const vec3 YELLOW = vec3(0.5, 0.7, 0.0);
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const vec3 RED = vec3(0.7, 0.0, 0.0);
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2021-04-22 11:18:36 +00:00
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const vec3 WHITE = vec3(1.0, 1.0, 1.0);
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2020-03-13 14:09:07 +00:00
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const float EPSILON = 0.0001;
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2021-04-22 11:18:36 +00:00
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const float BANDS_WIDTH = 10.0;
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2020-03-13 14:09:07 +00:00
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struct SlopeDetection
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{
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2020-03-31 10:51:50 +00:00
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bool actived;
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2020-10-02 13:43:39 +00:00
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float normal_z;
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2020-03-13 14:09:07 +00:00
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mat3 volume_world_normal_matrix;
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};
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uniform vec4 uniform_color;
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uniform SlopeDetection slope;
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2018-05-21 11:08:02 +00:00
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2021-10-15 16:50:56 +00:00
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uniform bool offset_depth_buffer;
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2020-12-11 11:27:07 +00:00
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#ifdef ENABLE_ENVIRONMENT_MAP
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2020-12-10 12:20:18 +00:00
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uniform sampler2D environment_tex;
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uniform bool use_environment_tex;
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#endif // ENABLE_ENVIRONMENT_MAP
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2020-05-28 13:27:29 +00:00
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2019-04-12 09:01:53 +00:00
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varying vec3 clipping_planes_dots;
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2021-04-22 11:18:36 +00:00
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// x = diffuse, y = specular;
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2018-05-21 11:08:02 +00:00
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varying vec2 intensity;
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varying vec3 delta_box_min;
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varying vec3 delta_box_max;
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2021-04-22 11:18:36 +00:00
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varying vec4 model_pos;
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varying float world_pos_z;
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2020-03-13 14:09:07 +00:00
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varying float world_normal_z;
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2020-05-28 13:27:29 +00:00
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varying vec3 eye_normal;
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2018-05-21 11:08:02 +00:00
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void main()
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{
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2019-04-12 09:01:53 +00:00
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if (any(lessThan(clipping_planes_dots, ZERO)))
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2019-03-25 11:01:02 +00:00
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discard;
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2021-06-25 16:09:53 +00:00
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vec3 color = uniform_color.rgb;
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2021-01-14 12:00:54 +00:00
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float alpha = uniform_color.a;
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2021-06-25 16:09:53 +00:00
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2021-10-15 16:34:31 +00:00
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if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
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2021-02-09 08:59:41 +00:00
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color = vec3(0.7, 0.7, 1.0);
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alpha = 1.0;
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2021-01-14 12:00:54 +00:00
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}
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2018-05-21 11:08:02 +00:00
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// if the fragment is outside the print volume -> use darker color
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2020-03-13 14:09:07 +00:00
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color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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2020-12-11 11:27:07 +00:00
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#ifdef ENABLE_ENVIRONMENT_MAP
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2020-05-28 13:27:29 +00:00
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if (use_environment_tex)
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2021-10-15 16:34:31 +00:00
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gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
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2020-05-28 13:27:29 +00:00
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else
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2020-12-10 12:20:18 +00:00
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#endif
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2021-10-15 16:34:31 +00:00
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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2021-10-15 16:50:56 +00:00
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// In the support painting gizmo and the seam painting gizmo are painted triangles rendered over the already
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// rendered object. To resolved z-fighting between previously rendered object and painted triangles, values
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// inside the depth buffer are offset by small epsilon for painted triangles inside those gizmos.
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gl_FragDepth = gl_FragCoord.z - (offset_depth_buffer ? EPSILON : 0.0);
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2018-05-21 11:08:02 +00:00
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}
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