GCodeViewer -> New shaders for options
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#version 110
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#define INTENSITY_AMBIENT 0.3
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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(0.0, 0.0, 1.0);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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uniform vec3 uniform_color;
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varying vec3 eye_position;
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varying vec3 eye_normal;
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//varying float world_normal_z;
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// x = tainted, y = specular;
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vec2 intensity;
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void main()
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{
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vec3 normal = normalize(eye_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// // darkens fragments whose normal points downward
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// if (world_normal_z < 0.0)
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// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT));
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gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
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}
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#version 110
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varying vec3 eye_position;
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varying vec3 eye_normal;
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//// world z component of the normal used to darken the lower side of the toolpaths
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//varying float world_normal_z;
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void main()
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{
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eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
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// eye_normal = gl_NormalMatrix * gl_Normal;
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// world_normal_z = gl_Normal.z;
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gl_Position = ftransform();
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gl_PointSize = 15.0;
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}
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#version 110
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#define INTENSITY_AMBIENT 0.3
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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(0.0, 0.0, 1.0);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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uniform vec3 uniform_color;
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varying vec3 eye_position;
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varying vec3 eye_normal;
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//varying float world_normal_z;
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// x = tainted, y = specular;
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vec2 intensity;
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void main()
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{
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vec3 normal = normalize(eye_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// // darkens fragments whose normal points downward
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// if (world_normal_z < 0.0)
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// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT));
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gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
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}
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#version 110
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varying vec3 eye_position;
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varying vec3 eye_normal;
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//// world z component of the normal used to darken the lower side of the toolpaths
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//varying float world_normal_z;
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void main()
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{
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eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
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// eye_normal = gl_NormalMatrix * gl_Normal;
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// world_normal_z = gl_Normal.z;
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gl_Position = ftransform();
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gl_PointSize = 15.0;
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}
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resources/shaders/options_110.fs
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resources/shaders/options_110.fs
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#version 120
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uniform vec3 uniform_color;
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void main()
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{
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gl_FragColor = vec4(uniform_color, 1.0);
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}
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resources/shaders/options_110.vs
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resources/shaders/options_110.vs
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#version 110
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uniform float zoom;
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// x = min, y = max
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uniform vec2 point_sizes;
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void main()
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{
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gl_PointSize = clamp(zoom, point_sizes.x, point_sizes.y);
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gl_Position = ftransform();
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}
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resources/shaders/options_120.fs
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resources/shaders/options_120.fs
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#version 120
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uniform vec3 uniform_color;
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void main()
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{
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vec2 pos = gl_PointCoord - vec2(0.5, 0.5);
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float sq_radius = pos.x * pos.x + pos.y * pos.y;
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if (sq_radius > 0.25)
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discard;
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else if (sq_radius > 0.180625)
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gl_FragColor = vec4(0.5 * uniform_color, 1.0);
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else
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gl_FragColor = vec4(uniform_color, 1.0);
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}
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resources/shaders/options_120.vs
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resources/shaders/options_120.vs
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#version 120
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uniform float zoom;
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// x = min, y = max
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uniform vec2 point_sizes;
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void main()
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{
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gl_PointSize = clamp(zoom, point_sizes.x, point_sizes.y);
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gl_Position = ftransform();
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}
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#version 110
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#define INTENSITY_AMBIENT 0.3
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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(0.0, 0.0, 1.0);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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uniform vec3 uniform_color;
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varying vec3 eye_position;
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varying vec3 eye_normal;
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//varying float world_normal_z;
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// x = tainted, y = specular;
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vec2 intensity;
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void main()
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{
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vec3 normal = normalize(eye_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// // darkens fragments whose normal points downward
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// if (world_normal_z < 0.0)
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// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT));
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gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
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}
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#version 110
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varying vec3 eye_position;
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varying vec3 eye_normal;
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//// world z component of the normal used to darken the lower side of the toolpaths
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//varying float world_normal_z;
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void main()
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{
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eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
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// eye_normal = gl_NormalMatrix * gl_Normal;
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// world_normal_z = gl_Normal.z;
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gl_Position = ftransform();
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gl_PointSize = 15.0;
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}
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#version 110
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#define INTENSITY_AMBIENT 0.3
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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(0.0, 0.0, 1.0);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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uniform vec3 uniform_color;
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varying vec3 eye_position;
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varying vec3 eye_normal;
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//varying float world_normal_z;
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// x = tainted, y = specular;
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vec2 intensity;
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void main()
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{
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vec3 normal = normalize(eye_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// // darkens fragments whose normal points downward
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// if (world_normal_z < 0.0)
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// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT));
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gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
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}
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#version 110
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varying vec3 eye_position;
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varying vec3 eye_normal;
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//// world z component of the normal used to darken the lower side of the toolpaths
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//varying float world_normal_z;
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void main()
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{
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eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
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// eye_normal = gl_NormalMatrix * gl_Normal;
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// world_normal_z = gl_Normal.z;
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gl_Position = ftransform();
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gl_PointSize = 15.0;
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}
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#version 110
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#define INTENSITY_AMBIENT 0.3
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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(0.0, 0.0, 1.0);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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uniform vec3 uniform_color;
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varying vec3 eye_position;
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varying vec3 eye_normal;
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//varying float world_normal_z;
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// x = tainted, y = specular;
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vec2 intensity;
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void main()
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{
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vec3 normal = normalize(eye_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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|
|
||||||
// // darkens fragments whose normal points downward
|
|
||||||
// if (world_normal_z < 0.0)
|
|
||||||
// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT));
|
|
||||||
|
|
||||||
gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
|
|
||||||
}
|
|
@ -1,17 +0,0 @@
|
|||||||
#version 110
|
|
||||||
|
|
||||||
varying vec3 eye_position;
|
|
||||||
varying vec3 eye_normal;
|
|
||||||
//// world z component of the normal used to darken the lower side of the toolpaths
|
|
||||||
//varying float world_normal_z;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
|
||||||
eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
|
|
||||||
// eye_normal = gl_NormalMatrix * gl_Normal;
|
|
||||||
// world_normal_z = gl_Normal.z;
|
|
||||||
gl_Position = ftransform();
|
|
||||||
|
|
||||||
gl_PointSize = 15.0;
|
|
||||||
}
|
|
@ -1,45 +0,0 @@
|
|||||||
#version 110
|
|
||||||
|
|
||||||
#define INTENSITY_AMBIENT 0.3
|
|
||||||
#define INTENSITY_CORRECTION 0.6
|
|
||||||
|
|
||||||
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
|
|
||||||
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
|
|
||||||
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
|
|
||||||
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
|
|
||||||
#define LIGHT_TOP_SHININESS 20.0
|
|
||||||
|
|
||||||
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
|
|
||||||
const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);
|
|
||||||
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
|
|
||||||
|
|
||||||
uniform vec3 uniform_color;
|
|
||||||
|
|
||||||
varying vec3 eye_position;
|
|
||||||
varying vec3 eye_normal;
|
|
||||||
//varying float world_normal_z;
|
|
||||||
|
|
||||||
// x = tainted, y = specular;
|
|
||||||
vec2 intensity;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
vec3 normal = normalize(eye_normal);
|
|
||||||
|
|
||||||
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
|
|
||||||
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
|
|
||||||
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
|
|
||||||
|
|
||||||
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
|
||||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
|
|
||||||
|
|
||||||
// Perform the same lighting calculation for the 2nd light source (no specular applied).
|
|
||||||
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
|
|
||||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
|
||||||
|
|
||||||
// // darkens fragments whose normal points downward
|
|
||||||
// if (world_normal_z < 0.0)
|
|
||||||
// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT));
|
|
||||||
|
|
||||||
gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
|
|
||||||
}
|
|
@ -1,17 +0,0 @@
|
|||||||
#version 110
|
|
||||||
|
|
||||||
varying vec3 eye_position;
|
|
||||||
varying vec3 eye_normal;
|
|
||||||
//// world z component of the normal used to darken the lower side of the toolpaths
|
|
||||||
//varying float world_normal_z;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
|
||||||
eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
|
|
||||||
// eye_normal = gl_NormalMatrix * gl_Normal;
|
|
||||||
// world_normal_z = gl_Normal.z;
|
|
||||||
gl_Position = ftransform();
|
|
||||||
|
|
||||||
gl_PointSize = 15.0;
|
|
||||||
}
|
|
@ -440,12 +440,12 @@ void GCodeViewer::init_shaders()
|
|||||||
{
|
{
|
||||||
switch (buffer_type(i))
|
switch (buffer_type(i))
|
||||||
{
|
{
|
||||||
case GCodeProcessor::EMoveType::Tool_change: { m_buffers[i].shader = "toolchanges"; break; }
|
case GCodeProcessor::EMoveType::Tool_change: { m_buffers[i].shader = wxGetApp().is_glsl_version_greater_or_equal_to(1, 20) ? "options_120" : "options_110"; break; }
|
||||||
case GCodeProcessor::EMoveType::Color_change: { m_buffers[i].shader = "colorchanges"; break; }
|
case GCodeProcessor::EMoveType::Color_change: { m_buffers[i].shader = wxGetApp().is_glsl_version_greater_or_equal_to(1, 20) ? "options_120" : "options_110"; break; }
|
||||||
case GCodeProcessor::EMoveType::Pause_Print: { m_buffers[i].shader = "pauses"; break; }
|
case GCodeProcessor::EMoveType::Pause_Print: { m_buffers[i].shader = wxGetApp().is_glsl_version_greater_or_equal_to(1, 20) ? "options_120" : "options_110"; break; }
|
||||||
case GCodeProcessor::EMoveType::Custom_GCode: { m_buffers[i].shader = "customs"; break; }
|
case GCodeProcessor::EMoveType::Custom_GCode: { m_buffers[i].shader = wxGetApp().is_glsl_version_greater_or_equal_to(1, 20) ? "options_120" : "options_110"; break; }
|
||||||
case GCodeProcessor::EMoveType::Retract: { m_buffers[i].shader = "retractions"; break; }
|
case GCodeProcessor::EMoveType::Retract: { m_buffers[i].shader = wxGetApp().is_glsl_version_greater_or_equal_to(1, 20) ? "options_120" : "options_110"; break; }
|
||||||
case GCodeProcessor::EMoveType::Unretract: { m_buffers[i].shader = "unretractions"; break; }
|
case GCodeProcessor::EMoveType::Unretract: { m_buffers[i].shader = wxGetApp().is_glsl_version_greater_or_equal_to(1, 20) ? "options_120" : "options_110"; break; }
|
||||||
case GCodeProcessor::EMoveType::Extrude: { m_buffers[i].shader = "extrusions"; break; }
|
case GCodeProcessor::EMoveType::Extrude: { m_buffers[i].shader = "extrusions"; break; }
|
||||||
case GCodeProcessor::EMoveType::Travel: { m_buffers[i].shader = "travels"; break; }
|
case GCodeProcessor::EMoveType::Travel: { m_buffers[i].shader = "travels"; break; }
|
||||||
default: { break; }
|
default: { break; }
|
||||||
@ -827,6 +827,12 @@ void GCodeViewer::render_toolpaths() const
|
|||||||
};
|
};
|
||||||
#endif // !ENABLE_SHADERS_MANAGER
|
#endif // !ENABLE_SHADERS_MANAGER
|
||||||
|
|
||||||
|
bool is_glsl_120 = wxGetApp().is_glsl_version_greater_or_equal_to(1, 20);
|
||||||
|
int detected_point_sizes[2];
|
||||||
|
::glGetIntegerv(GL_ALIASED_POINT_SIZE_RANGE, detected_point_sizes);
|
||||||
|
std::array<float, 2> point_sizes = { 2.0f, std::min(64.0f, static_cast<float>(detected_point_sizes[1])) };
|
||||||
|
double zoom = wxGetApp().plater()->get_camera().get_zoom();
|
||||||
|
|
||||||
glsafe(::glCullFace(GL_BACK));
|
glsafe(::glCullFace(GL_BACK));
|
||||||
glsafe(::glLineWidth(3.0f));
|
glsafe(::glLineWidth(3.0f));
|
||||||
|
|
||||||
@ -868,94 +874,139 @@ void GCodeViewer::render_toolpaths() const
|
|||||||
{
|
{
|
||||||
#if ENABLE_SHADERS_MANAGER
|
#if ENABLE_SHADERS_MANAGER
|
||||||
shader->set_uniform("uniform_color", Options_Colors[static_cast<unsigned int>(EOptionsColors::ToolChanges)]);
|
shader->set_uniform("uniform_color", Options_Colors[static_cast<unsigned int>(EOptionsColors::ToolChanges)]);
|
||||||
|
shader->set_uniform("zoom", zoom);
|
||||||
|
shader->set_uniform("point_sizes", point_sizes);
|
||||||
|
if (is_glsl_120)
|
||||||
|
{
|
||||||
|
glsafe(::glEnable(GL_POINT_SPRITE));
|
||||||
|
glsafe(::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE));
|
||||||
|
}
|
||||||
#else
|
#else
|
||||||
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), Options_Colors[static_cast<unsigned int>(EOptionsColors::ToolChanges)]);
|
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), Options_Colors[static_cast<unsigned int>(EOptionsColors::ToolChanges)]);
|
||||||
#endif // ENABLE_SHADERS_MANAGER
|
#endif // ENABLE_SHADERS_MANAGER
|
||||||
for (const RenderPath& path : buffer.render_paths)
|
for (const RenderPath& path : buffer.render_paths)
|
||||||
{
|
{
|
||||||
glsafe(::glEnable(GL_PROGRAM_POINT_SIZE));
|
|
||||||
glsafe(::glMultiDrawElements(GL_POINTS, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size()));
|
glsafe(::glMultiDrawElements(GL_POINTS, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size()));
|
||||||
glsafe(::glDisable(GL_PROGRAM_POINT_SIZE));
|
|
||||||
|
|
||||||
#if ENABLE_GCODE_VIEWER_STATISTICS
|
#if ENABLE_GCODE_VIEWER_STATISTICS
|
||||||
++m_statistics.gl_multi_points_calls_count;
|
++m_statistics.gl_multi_points_calls_count;
|
||||||
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
||||||
}
|
}
|
||||||
|
if (is_glsl_120)
|
||||||
|
{
|
||||||
|
glsafe(::glDisable(GL_VERTEX_PROGRAM_POINT_SIZE));
|
||||||
|
glsafe(::glDisable(GL_POINT_SPRITE));
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case GCodeProcessor::EMoveType::Color_change:
|
case GCodeProcessor::EMoveType::Color_change:
|
||||||
{
|
{
|
||||||
#if ENABLE_SHADERS_MANAGER
|
#if ENABLE_SHADERS_MANAGER
|
||||||
shader->set_uniform("uniform_color", Options_Colors[static_cast<unsigned int>(EOptionsColors::ColorChanges)]);
|
shader->set_uniform("uniform_color", Options_Colors[static_cast<unsigned int>(EOptionsColors::ColorChanges)]);
|
||||||
|
shader->set_uniform("zoom", zoom);
|
||||||
|
shader->set_uniform("point_sizes", point_sizes);
|
||||||
|
if (is_glsl_120)
|
||||||
|
{
|
||||||
|
glsafe(::glEnable(GL_POINT_SPRITE));
|
||||||
|
glsafe(::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE));
|
||||||
|
}
|
||||||
#else
|
#else
|
||||||
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), Options_Colors[static_cast<unsigned int>(EOptionsColors::ColorChanges)]);
|
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), Options_Colors[static_cast<unsigned int>(EOptionsColors::ColorChanges)]);
|
||||||
#endif // ENABLE_SHADERS_MANAGER
|
#endif // ENABLE_SHADERS_MANAGER
|
||||||
for (const RenderPath& path : buffer.render_paths)
|
for (const RenderPath& path : buffer.render_paths)
|
||||||
{
|
{
|
||||||
glsafe(::glEnable(GL_PROGRAM_POINT_SIZE));
|
|
||||||
glsafe(::glMultiDrawElements(GL_POINTS, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size()));
|
glsafe(::glMultiDrawElements(GL_POINTS, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size()));
|
||||||
glsafe(::glDisable(GL_PROGRAM_POINT_SIZE));
|
|
||||||
|
|
||||||
#if ENABLE_GCODE_VIEWER_STATISTICS
|
#if ENABLE_GCODE_VIEWER_STATISTICS
|
||||||
++m_statistics.gl_multi_points_calls_count;
|
++m_statistics.gl_multi_points_calls_count;
|
||||||
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
||||||
}
|
}
|
||||||
|
if (is_glsl_120)
|
||||||
|
{
|
||||||
|
glsafe(::glDisable(GL_VERTEX_PROGRAM_POINT_SIZE));
|
||||||
|
glsafe(::glDisable(GL_POINT_SPRITE));
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case GCodeProcessor::EMoveType::Pause_Print:
|
case GCodeProcessor::EMoveType::Pause_Print:
|
||||||
{
|
{
|
||||||
#if ENABLE_SHADERS_MANAGER
|
#if ENABLE_SHADERS_MANAGER
|
||||||
shader->set_uniform("uniform_color", Options_Colors[static_cast<unsigned int>(EOptionsColors::PausePrints)]);
|
shader->set_uniform("uniform_color", Options_Colors[static_cast<unsigned int>(EOptionsColors::PausePrints)]);
|
||||||
|
shader->set_uniform("zoom", zoom);
|
||||||
|
shader->set_uniform("point_sizes", point_sizes);
|
||||||
|
if (is_glsl_120)
|
||||||
|
{
|
||||||
|
glsafe(::glEnable(GL_POINT_SPRITE));
|
||||||
|
glsafe(::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE));
|
||||||
|
}
|
||||||
#else
|
#else
|
||||||
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), Options_Colors[static_cast<unsigned int>(EOptionsColors::PausePrints)]);
|
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), Options_Colors[static_cast<unsigned int>(EOptionsColors::PausePrints)]);
|
||||||
#endif // ENABLE_SHADERS_MANAGER
|
#endif // ENABLE_SHADERS_MANAGER
|
||||||
for (const RenderPath& path : buffer.render_paths)
|
for (const RenderPath& path : buffer.render_paths)
|
||||||
{
|
{
|
||||||
glsafe(::glEnable(GL_PROGRAM_POINT_SIZE));
|
|
||||||
glsafe(::glMultiDrawElements(GL_POINTS, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size()));
|
glsafe(::glMultiDrawElements(GL_POINTS, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size()));
|
||||||
glsafe(::glDisable(GL_PROGRAM_POINT_SIZE));
|
|
||||||
|
|
||||||
#if ENABLE_GCODE_VIEWER_STATISTICS
|
#if ENABLE_GCODE_VIEWER_STATISTICS
|
||||||
++m_statistics.gl_multi_points_calls_count;
|
++m_statistics.gl_multi_points_calls_count;
|
||||||
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
||||||
}
|
}
|
||||||
|
if (is_glsl_120)
|
||||||
|
{
|
||||||
|
glsafe(::glDisable(GL_VERTEX_PROGRAM_POINT_SIZE));
|
||||||
|
glsafe(::glDisable(GL_POINT_SPRITE));
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case GCodeProcessor::EMoveType::Custom_GCode:
|
case GCodeProcessor::EMoveType::Custom_GCode:
|
||||||
{
|
{
|
||||||
#if ENABLE_SHADERS_MANAGER
|
#if ENABLE_SHADERS_MANAGER
|
||||||
shader->set_uniform("uniform_color", Options_Colors[static_cast<unsigned int>(EOptionsColors::CustomGCodes)]);
|
shader->set_uniform("uniform_color", Options_Colors[static_cast<unsigned int>(EOptionsColors::CustomGCodes)]);
|
||||||
|
shader->set_uniform("zoom", zoom);
|
||||||
|
shader->set_uniform("point_sizes", point_sizes);
|
||||||
|
if (is_glsl_120)
|
||||||
|
{
|
||||||
|
glsafe(::glEnable(GL_POINT_SPRITE));
|
||||||
|
glsafe(::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE));
|
||||||
|
}
|
||||||
#else
|
#else
|
||||||
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), Options_Colors[static_cast<unsigned int>(EOptionsColors::CustomGCodes)]);
|
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), Options_Colors[static_cast<unsigned int>(EOptionsColors::CustomGCodes)]);
|
||||||
#endif // ENABLE_SHADERS_MANAGER
|
#endif // ENABLE_SHADERS_MANAGER
|
||||||
for (const RenderPath& path : buffer.render_paths)
|
for (const RenderPath& path : buffer.render_paths)
|
||||||
{
|
{
|
||||||
glsafe(::glEnable(GL_PROGRAM_POINT_SIZE));
|
|
||||||
glsafe(::glMultiDrawElements(GL_POINTS, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size()));
|
glsafe(::glMultiDrawElements(GL_POINTS, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size()));
|
||||||
glsafe(::glDisable(GL_PROGRAM_POINT_SIZE));
|
|
||||||
|
|
||||||
#if ENABLE_GCODE_VIEWER_STATISTICS
|
#if ENABLE_GCODE_VIEWER_STATISTICS
|
||||||
++m_statistics.gl_multi_points_calls_count;
|
++m_statistics.gl_multi_points_calls_count;
|
||||||
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
||||||
}
|
}
|
||||||
|
if (is_glsl_120)
|
||||||
|
{
|
||||||
|
glsafe(::glDisable(GL_VERTEX_PROGRAM_POINT_SIZE));
|
||||||
|
glsafe(::glDisable(GL_POINT_SPRITE));
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case GCodeProcessor::EMoveType::Retract:
|
case GCodeProcessor::EMoveType::Retract:
|
||||||
{
|
{
|
||||||
#if ENABLE_SHADERS_MANAGER
|
#if ENABLE_SHADERS_MANAGER
|
||||||
shader->set_uniform("uniform_color", Options_Colors[static_cast<unsigned int>(EOptionsColors::Retractions)]);
|
shader->set_uniform("uniform_color", Options_Colors[static_cast<unsigned int>(EOptionsColors::Retractions)]);
|
||||||
|
shader->set_uniform("zoom", zoom);
|
||||||
|
shader->set_uniform("point_sizes", point_sizes);
|
||||||
|
if (is_glsl_120)
|
||||||
|
{
|
||||||
|
glsafe(::glEnable(GL_POINT_SPRITE));
|
||||||
|
glsafe(::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE));
|
||||||
|
}
|
||||||
#else
|
#else
|
||||||
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), Options_Colors[static_cast<unsigned int>(EOptionsColors::Retractions)]);
|
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), Options_Colors[static_cast<unsigned int>(EOptionsColors::Retractions)]);
|
||||||
#endif // ENABLE_SHADERS_MANAGER
|
#endif // ENABLE_SHADERS_MANAGER
|
||||||
for (const RenderPath& path : buffer.render_paths)
|
for (const RenderPath& path : buffer.render_paths)
|
||||||
{
|
{
|
||||||
glsafe(::glEnable(GL_PROGRAM_POINT_SIZE));
|
|
||||||
glsafe(::glMultiDrawElements(GL_POINTS, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size()));
|
glsafe(::glMultiDrawElements(GL_POINTS, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size()));
|
||||||
glsafe(::glDisable(GL_PROGRAM_POINT_SIZE));
|
|
||||||
|
|
||||||
#if ENABLE_GCODE_VIEWER_STATISTICS
|
#if ENABLE_GCODE_VIEWER_STATISTICS
|
||||||
++m_statistics.gl_multi_points_calls_count;
|
++m_statistics.gl_multi_points_calls_count;
|
||||||
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
||||||
|
if (is_glsl_120)
|
||||||
|
{
|
||||||
|
glsafe(::glDisable(GL_VERTEX_PROGRAM_POINT_SIZE));
|
||||||
|
glsafe(::glDisable(GL_POINT_SPRITE));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -963,19 +1014,28 @@ void GCodeViewer::render_toolpaths() const
|
|||||||
{
|
{
|
||||||
#if ENABLE_SHADERS_MANAGER
|
#if ENABLE_SHADERS_MANAGER
|
||||||
shader->set_uniform("uniform_color", Options_Colors[static_cast<unsigned int>(EOptionsColors::Unretractions)]);
|
shader->set_uniform("uniform_color", Options_Colors[static_cast<unsigned int>(EOptionsColors::Unretractions)]);
|
||||||
|
shader->set_uniform("zoom", zoom);
|
||||||
|
shader->set_uniform("point_sizes", point_sizes);
|
||||||
|
if (is_glsl_120)
|
||||||
|
{
|
||||||
|
glsafe(::glEnable(GL_POINT_SPRITE));
|
||||||
|
glsafe(::glEnable(GL_VERTEX_PROGRAM_POINT_SIZE));
|
||||||
|
}
|
||||||
#else
|
#else
|
||||||
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), Options_Colors[static_cast<unsigned int>(EOptionsColors::Unretractions)]);
|
set_color(static_cast<GLint>(buffer.shader.get_shader_program_id()), Options_Colors[static_cast<unsigned int>(EOptionsColors::Unretractions)]);
|
||||||
#endif // ENABLE_SHADERS_MANAGER
|
#endif // ENABLE_SHADERS_MANAGER
|
||||||
for (const RenderPath& path : buffer.render_paths)
|
for (const RenderPath& path : buffer.render_paths)
|
||||||
{
|
{
|
||||||
glsafe(::glEnable(GL_PROGRAM_POINT_SIZE));
|
|
||||||
glsafe(::glMultiDrawElements(GL_POINTS, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size()));
|
glsafe(::glMultiDrawElements(GL_POINTS, (const GLsizei*)path.sizes.data(), GL_UNSIGNED_INT, (const void* const*)path.offsets.data(), (GLsizei)path.sizes.size()));
|
||||||
glsafe(::glDisable(GL_PROGRAM_POINT_SIZE));
|
|
||||||
|
|
||||||
#if ENABLE_GCODE_VIEWER_STATISTICS
|
#if ENABLE_GCODE_VIEWER_STATISTICS
|
||||||
++m_statistics.gl_multi_points_calls_count;
|
++m_statistics.gl_multi_points_calls_count;
|
||||||
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
#endif // ENABLE_GCODE_VIEWER_STATISTICS
|
||||||
}
|
}
|
||||||
|
if (is_glsl_120)
|
||||||
|
{
|
||||||
|
glsafe(::glDisable(GL_VERTEX_PROGRAM_POINT_SIZE));
|
||||||
|
glsafe(::glDisable(GL_POINT_SPRITE));
|
||||||
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case GCodeProcessor::EMoveType::Extrude:
|
case GCodeProcessor::EMoveType::Extrude:
|
||||||
|
@ -34,18 +34,9 @@ std::pair<bool, std::string> GLShadersManager::init()
|
|||||||
valid &= append_shader("gouraud_light", { "gouraud_light.vs", "gouraud_light.fs" });
|
valid &= append_shader("gouraud_light", { "gouraud_light.vs", "gouraud_light.fs" });
|
||||||
// used to render printbed
|
// used to render printbed
|
||||||
valid &= append_shader("printbed", { "printbed.vs", "printbed.fs" });
|
valid &= append_shader("printbed", { "printbed.vs", "printbed.fs" });
|
||||||
// used to render tool changes in gcode preview
|
// used to render options in gcode preview
|
||||||
valid &= append_shader("toolchanges", { "toolchanges.vs", "toolchanges.fs" });
|
valid &= append_shader("options_110", { "options_110.vs", "options_110.fs" });
|
||||||
// used to render color changes in gcode preview
|
valid &= append_shader("options_120", { "options_120.vs", "options_120.fs" });
|
||||||
valid &= append_shader("colorchanges", { "colorchanges.vs", "colorchanges.fs" });
|
|
||||||
// used to render pause prints in gcode preview
|
|
||||||
valid &= append_shader("pauses", { "pauses.vs", "pauses.fs" });
|
|
||||||
// used to render custom gcode points in gcode preview
|
|
||||||
valid &= append_shader("customs", { "customs.vs", "customs.fs" });
|
|
||||||
// used to render retractions in gcode preview
|
|
||||||
valid &= append_shader("retractions", { "retractions.vs", "retractions.fs" });
|
|
||||||
// used to render unretractions in gcode preview
|
|
||||||
valid &= append_shader("unretractions", { "unretractions.vs", "unretractions.fs" });
|
|
||||||
// used to render extrusion paths in gcode preview
|
// used to render extrusion paths in gcode preview
|
||||||
valid &= append_shader("extrusions", { "extrusions.vs", "extrusions.fs" });
|
valid &= append_shader("extrusions", { "extrusions.vs", "extrusions.fs" });
|
||||||
// used to render travel paths in gcode preview
|
// used to render travel paths in gcode preview
|
||||||
|
Loading…
Reference in New Issue
Block a user