Added shaders for OpenGL ES
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13
resources/shaders/ES/background.fs
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resources/shaders/ES/background.fs
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#version 100
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precision highp float;
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uniform vec4 top_color;
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uniform vec4 bottom_color;
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varying vec2 tex_coord;
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void main()
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{
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gl_FragColor = mix(bottom_color, top_color, tex_coord.y);
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}
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12
resources/shaders/ES/background.vs
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resources/shaders/ES/background.vs
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#version 100
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attribute vec3 v_position;
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attribute vec2 v_tex_coord;
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varying vec2 tex_coord;
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void main()
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{
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tex_coord = v_tex_coord;
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gl_Position = vec4(v_position, 1.0);
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}
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20
resources/shaders/ES/dashed_lines.fs
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resources/shaders/ES/dashed_lines.fs
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#version 100
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precision highp float;
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// see as reference: https://stackoverflow.com/questions/52928678/dashed-line-in-opengl3
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uniform float dash_size;
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uniform float gap_size;
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uniform vec4 uniform_color;
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varying float coord_s;
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void main()
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{
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float inv_stride = 1.0 / (dash_size + gap_size);
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if (gap_size > 0.0 && fract(coord_s * inv_stride) > dash_size * inv_stride)
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discard;
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gl_FragColor = uniform_color;
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}
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17
resources/shaders/ES/dashed_lines.vs
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resources/shaders/ES/dashed_lines.vs
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#version 100
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// see as reference: https://stackoverflow.com/questions/52928678/dashed-line-in-opengl3
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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// v_position.w = coordinate along the line
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attribute vec4 v_position;
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varying float coord_s;
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void main()
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{
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coord_s = v_position.w;
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gl_Position = projection_matrix * view_model_matrix * vec4(v_position.xyz, 1.0);
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}
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10
resources/shaders/ES/flat.fs
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resources/shaders/ES/flat.fs
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#version 100
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precision highp float;
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uniform vec4 uniform_color;
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void main()
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{
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gl_FragColor = uniform_color;
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}
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11
resources/shaders/ES/flat.vs
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resources/shaders/ES/flat.vs
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#version 100
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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attribute vec3 v_position;
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void main()
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{
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gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
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}
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17
resources/shaders/ES/flat_clip.fs
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resources/shaders/ES/flat_clip.fs
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#version 100
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precision highp float;
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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uniform vec4 uniform_color;
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varying vec3 clipping_planes_dots;
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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gl_FragColor = uniform_color;
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}
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23
resources/shaders/ES/flat_clip.vs
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resources/shaders/ES/flat_clip.vs
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#version 100
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat4 volume_world_matrix;
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// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
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uniform vec2 z_range;
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// Clipping plane - general orientation. Used by the SLA gizmo.
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uniform vec4 clipping_plane;
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attribute vec3 v_position;
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varying vec3 clipping_planes_dots;
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void main()
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{
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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vec4 world_pos = volume_world_matrix * vec4(v_position, 1.0);
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clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
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gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
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}
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12
resources/shaders/ES/flat_texture.fs
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resources/shaders/ES/flat_texture.fs
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#version 100
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precision highp float;
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uniform sampler2D uniform_texture;
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varying vec2 tex_coord;
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void main()
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{
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gl_FragColor = texture2D(uniform_texture, tex_coord);
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}
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15
resources/shaders/ES/flat_texture.vs
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resources/shaders/ES/flat_texture.vs
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#version 100
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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attribute vec3 v_position;
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attribute vec2 v_tex_coord;
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varying vec2 tex_coord;
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void main()
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{
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tex_coord = v_tex_coord;
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gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
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}
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81
resources/shaders/ES/gouraud.fs
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resources/shaders/ES/gouraud.fs
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#version 100
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precision highp float;
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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const float EPSILON = 0.0001;
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struct PrintVolumeDetection
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{
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// 0 = rectangle, 1 = circle, 2 = custom, 3 = invalid
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int type;
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// type = 0 (rectangle):
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// x = min.x, y = min.y, z = max.x, w = max.y
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// type = 1 (circle):
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// x = center.x, y = center.y, z = radius
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vec4 xy_data;
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// x = min z, y = max z
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vec2 z_data;
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};
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struct SlopeDetection
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{
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bool actived;
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float normal_z;
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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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#ifdef ENABLE_ENVIRONMENT_MAP
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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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uniform PrintVolumeDetection print_volume;
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varying vec3 clipping_planes_dots;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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varying vec4 world_pos;
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varying float world_normal_z;
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varying vec3 eye_normal;
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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vec3 color = uniform_color.rgb;
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float alpha = uniform_color.a;
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if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
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color = vec3(0.7, 0.7, 1.0);
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alpha = 1.0;
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}
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// if the fragment is outside the print volume -> use darker color
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vec3 pv_check_min = ZERO;
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vec3 pv_check_max = ZERO;
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if (print_volume.type == 0) {
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// rectangle
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pv_check_min = world_pos.xyz - vec3(print_volume.xy_data.x, print_volume.xy_data.y, print_volume.z_data.x);
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pv_check_max = world_pos.xyz - vec3(print_volume.xy_data.z, print_volume.xy_data.w, print_volume.z_data.y);
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}
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else if (print_volume.type == 1) {
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// circle
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float delta_radius = print_volume.xy_data.z - distance(world_pos.xy, print_volume.xy_data.xy);
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pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x);
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pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y);
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}
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color = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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#ifdef ENABLE_ENVIRONMENT_MAP
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if (use_environment_tex)
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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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else
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#endif
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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}
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resources/shaders/ES/gouraud.vs
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resources/shaders/ES/gouraud.vs
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#version 100
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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 LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
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//#define LIGHT_FRONT_SHININESS 5.0
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#define INTENSITY_AMBIENT 0.3
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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struct SlopeDetection
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{
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bool actived;
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float normal_z;
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mat3 volume_world_normal_matrix;
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};
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 view_normal_matrix;
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uniform mat4 volume_world_matrix;
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uniform SlopeDetection slope;
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// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
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uniform vec2 z_range;
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// Clipping plane - general orientation. Used by the SLA gizmo.
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uniform vec4 clipping_plane;
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attribute vec3 v_position;
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attribute vec3 v_normal;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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varying vec3 clipping_planes_dots;
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varying vec4 world_pos;
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varying float world_normal_z;
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varying vec3 eye_normal;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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eye_normal = normalize(view_normal_matrix * v_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(eye_normal, LIGHT_TOP_DIR), 0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec4 position = view_model_matrix * vec4(v_position, 1.0);
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, eye_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(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// Point in homogenous coordinates.
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world_pos = volume_world_matrix * vec4(v_position, 1.0);
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// z component of normal vector in world coordinate used for slope shading
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world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
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gl_Position = projection_matrix * position;
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
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}
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resources/shaders/ES/gouraud_light.fs
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resources/shaders/ES/gouraud_light.fs
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#version 100
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precision highp float;
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uniform vec4 uniform_color;
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uniform float emission_factor;
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// x = tainted, y = specular;
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varying vec2 intensity;
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void main()
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{
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gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
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}
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resources/shaders/ES/gouraud_light.vs
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resources/shaders/ES/gouraud_light.vs
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#version 100
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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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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 view_normal_matrix;
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attribute vec3 v_position;
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attribute vec3 v_normal;
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// x = tainted, y = specular;
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varying vec2 intensity;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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vec3 normal = normalize(view_normal_matrix * v_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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vec4 position = view_model_matrix * vec4(v_position, 1.0);
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), 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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gl_Position = projection_matrix * position;
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}
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resources/shaders/ES/gouraud_light_instanced.fs
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resources/shaders/ES/gouraud_light_instanced.fs
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#version 100
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uniform vec4 uniform_color;
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uniform float emission_factor;
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// x = tainted, y = specular;
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varying vec2 intensity;
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void main()
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{
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gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
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}
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resources/shaders/ES/gouraud_light_instanced.vs
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resources/shaders/ES/gouraud_light_instanced.vs
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#version 100
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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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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat3 view_normal_matrix;
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// vertex attributes
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attribute vec3 v_position;
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attribute vec3 v_normal;
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// instance attributes
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attribute vec3 i_offset;
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attribute vec2 i_scales;
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// x = tainted, y = specular;
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varying vec2 intensity;
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void main()
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{
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// First transform the normal into camera space and normalize the result.
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vec3 eye_normal = normalize(view_normal_matrix * v_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.
|
||||
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
|
||||
|
||||
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
||||
vec4 world_position = vec4(v_position * vec3(vec2(1.5 * i_scales.x), 1.5 * i_scales.y) + i_offset - vec3(0.0, 0.0, 0.5 * i_scales.y), 1.0);
|
||||
vec4 eye_position = view_model_matrix * world_position;
|
||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
|
||||
|
||||
// Perform the same lighting calculation for the 2nd light source (no specular applied).
|
||||
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
|
||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
||||
|
||||
gl_Position = projection_matrix * eye_position;
|
||||
}
|
13
resources/shaders/ES/imgui.fs
Normal file
13
resources/shaders/ES/imgui.fs
Normal file
@ -0,0 +1,13 @@
|
||||
#version 100
|
||||
|
||||
precision highp float;
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
varying vec2 Frag_UV;
|
||||
varying vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
|
||||
}
|
17
resources/shaders/ES/imgui.vs
Normal file
17
resources/shaders/ES/imgui.vs
Normal file
@ -0,0 +1,17 @@
|
||||
#version 100
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
|
||||
attribute vec2 Position;
|
||||
attribute vec2 UV;
|
||||
attribute vec4 Color;
|
||||
|
||||
varying vec2 Frag_UV;
|
||||
varying vec4 Frag_Color;
|
||||
|
||||
void main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = Color;
|
||||
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
|
||||
}
|
10
resources/shaders/ES/mm_contour.fs
Normal file
10
resources/shaders/ES/mm_contour.fs
Normal file
@ -0,0 +1,10 @@
|
||||
#version 100
|
||||
|
||||
precision highp float;
|
||||
|
||||
uniform vec4 uniform_color;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = uniform_color;
|
||||
}
|
15
resources/shaders/ES/mm_contour.vs
Normal file
15
resources/shaders/ES/mm_contour.vs
Normal file
@ -0,0 +1,15 @@
|
||||
#version 100
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform float offset;
|
||||
|
||||
attribute vec3 v_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Add small epsilon to z to solve z-fighting
|
||||
vec4 clip_position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
|
||||
clip_position.z -= offset * abs(clip_position.w);
|
||||
gl_Position = clip_position;
|
||||
}
|
66
resources/shaders/ES/mm_gouraud.fs
Normal file
66
resources/shaders/ES/mm_gouraud.fs
Normal file
@ -0,0 +1,66 @@
|
||||
#version 100
|
||||
#extension GL_OES_standard_derivatives : enable
|
||||
|
||||
precision highp float;
|
||||
|
||||
#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(0.6985074, 0.1397015, 0.6985074);
|
||||
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
|
||||
|
||||
#define INTENSITY_AMBIENT 0.3
|
||||
|
||||
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
|
||||
const float EPSILON = 0.0001;
|
||||
|
||||
uniform vec4 uniform_color;
|
||||
|
||||
uniform bool volume_mirrored;
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat3 view_normal_matrix;
|
||||
|
||||
varying vec3 clipping_planes_dots;
|
||||
varying vec4 model_pos;
|
||||
|
||||
void main()
|
||||
{
|
||||
if (any(lessThan(clipping_planes_dots, ZERO)))
|
||||
discard;
|
||||
vec3 color = uniform_color.rgb;
|
||||
float alpha = uniform_color.a;
|
||||
|
||||
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
|
||||
#ifdef FLIP_TRIANGLE_NORMALS
|
||||
triangle_normal = -triangle_normal;
|
||||
#endif
|
||||
|
||||
if (volume_mirrored)
|
||||
triangle_normal = -triangle_normal;
|
||||
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 eye_normal = normalize(view_normal_matrix * triangle_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(eye_normal, LIGHT_TOP_DIR), 0.0);
|
||||
|
||||
// x = diffuse, y = specular;
|
||||
vec2 intensity = vec2(0.0);
|
||||
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
||||
vec3 position = (view_model_matrix * model_pos).xyz;
|
||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
|
||||
|
||||
// Perform the same lighting calculation for the 2nd light source (no specular applied).
|
||||
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
|
||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
||||
|
||||
gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
|
||||
}
|
28
resources/shaders/ES/mm_gouraud.vs
Normal file
28
resources/shaders/ES/mm_gouraud.vs
Normal file
@ -0,0 +1,28 @@
|
||||
#version 100
|
||||
|
||||
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
|
||||
uniform mat4 volume_world_matrix;
|
||||
// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
|
||||
uniform vec2 z_range;
|
||||
// Clipping plane - general orientation. Used by the SLA gizmo.
|
||||
uniform vec4 clipping_plane;
|
||||
|
||||
attribute vec3 v_position;
|
||||
|
||||
varying vec3 clipping_planes_dots;
|
||||
varying vec4 model_pos;
|
||||
|
||||
void main()
|
||||
{
|
||||
model_pos = vec4(v_position, 1.0);
|
||||
// Point in homogenous coordinates.
|
||||
vec4 world_pos = volume_world_matrix * model_pos;
|
||||
|
||||
gl_Position = projection_matrix * view_model_matrix * model_pos;
|
||||
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
|
||||
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
|
||||
}
|
38
resources/shaders/ES/printbed.fs
Normal file
38
resources/shaders/ES/printbed.fs
Normal file
@ -0,0 +1,38 @@
|
||||
#version 100
|
||||
|
||||
precision highp float;
|
||||
|
||||
const vec3 back_color_dark = vec3(0.235, 0.235, 0.235);
|
||||
const vec3 back_color_light = vec3(0.365, 0.365, 0.365);
|
||||
|
||||
uniform sampler2D texture;
|
||||
uniform bool transparent_background;
|
||||
uniform bool svg_source;
|
||||
|
||||
varying vec2 tex_coord;
|
||||
|
||||
vec4 svg_color()
|
||||
{
|
||||
// takes foreground from texture
|
||||
vec4 fore_color = texture2D(texture, tex_coord);
|
||||
|
||||
// calculates radial gradient
|
||||
vec3 back_color = vec3(mix(back_color_light, back_color_dark, smoothstep(0.0, 0.5, length(abs(tex_coord.xy) - vec2(0.5)))));
|
||||
|
||||
// blends foreground with background
|
||||
return vec4(mix(back_color, fore_color.rgb, fore_color.a), transparent_background ? fore_color.a : 1.0);
|
||||
}
|
||||
|
||||
vec4 non_svg_color()
|
||||
{
|
||||
// takes foreground from texture
|
||||
vec4 color = texture2D(texture, tex_coord);
|
||||
return vec4(color.rgb, transparent_background ? color.a * 0.25 : color.a);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = svg_source ? svg_color() : non_svg_color();
|
||||
color.a = transparent_background ? color.a * 0.5 : color.a;
|
||||
gl_FragColor = color;
|
||||
}
|
15
resources/shaders/ES/printbed.vs
Normal file
15
resources/shaders/ES/printbed.vs
Normal file
@ -0,0 +1,15 @@
|
||||
#version 100
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
|
||||
attribute vec3 v_position;
|
||||
attribute vec2 v_tex_coord;
|
||||
|
||||
varying vec2 tex_coord;
|
||||
|
||||
void main()
|
||||
{
|
||||
tex_coord = v_tex_coord;
|
||||
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
|
||||
}
|
21
resources/shaders/ES/toolpaths_cog.fs
Normal file
21
resources/shaders/ES/toolpaths_cog.fs
Normal file
@ -0,0 +1,21 @@
|
||||
#version 100
|
||||
|
||||
precision highp float;
|
||||
|
||||
const vec4 BLACK = vec4(vec3(0.1), 1.0);
|
||||
const vec4 WHITE = vec4(vec3(1.0), 1.0);
|
||||
|
||||
const float emission_factor = 0.25;
|
||||
|
||||
uniform vec3 world_center;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
varying vec2 intensity;
|
||||
varying vec3 world_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 delta = world_position - world_center;
|
||||
vec4 color = delta.x * delta.y * delta.z > 0.0 ? BLACK : WHITE;
|
||||
gl_FragColor = vec4(vec3(intensity.y) + color.rgb * (intensity.x + emission_factor), 1.0);
|
||||
}
|
47
resources/shaders/ES/toolpaths_cog.vs
Normal file
47
resources/shaders/ES/toolpaths_cog.vs
Normal file
@ -0,0 +1,47 @@
|
||||
#version 100
|
||||
|
||||
#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(0.6985074, 0.1397015, 0.6985074);
|
||||
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
|
||||
|
||||
#define INTENSITY_AMBIENT 0.3
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat3 view_normal_matrix;
|
||||
|
||||
attribute vec3 v_position;
|
||||
attribute vec3 v_normal;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
varying vec2 intensity;
|
||||
varying vec3 world_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 normal = normalize(view_normal_matrix * v_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;
|
||||
vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), 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;
|
||||
|
||||
world_position = v_position;
|
||||
gl_Position = projection_matrix * position;
|
||||
}
|
44
resources/shaders/ES/variable_layer_height.fs
Normal file
44
resources/shaders/ES/variable_layer_height.fs
Normal file
@ -0,0 +1,44 @@
|
||||
#version 100
|
||||
#extension GL_OES_standard_derivatives : enable
|
||||
|
||||
precision highp float;
|
||||
|
||||
#define M_PI 3.1415926535897932384626433832795
|
||||
|
||||
// 2D texture (1D texture split by the rows) of color along the object Z axis.
|
||||
uniform sampler2D z_texture;
|
||||
// Scaling from the Z texture rows coordinate to the normalized texture row coordinate.
|
||||
uniform float z_to_texture_row;
|
||||
uniform float z_texture_row_to_normalized;
|
||||
uniform float z_cursor;
|
||||
uniform float z_cursor_band_width;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
varying vec2 intensity;
|
||||
|
||||
varying float object_z;
|
||||
|
||||
void main()
|
||||
{
|
||||
float object_z_row = z_to_texture_row * object_z;
|
||||
// Index of the row in the texture.
|
||||
float z_texture_row = floor(object_z_row);
|
||||
// Normalized coordinate from 0. to 1.
|
||||
float z_texture_col = object_z_row - z_texture_row;
|
||||
float z_blend = 0.25 * cos(min(M_PI, abs(M_PI * (object_z - z_cursor) * 1.8 / z_cursor_band_width))) + 0.25;
|
||||
// Calculate level of detail from the object Z coordinate.
|
||||
// This makes the slowly sloping surfaces to be shown with high detail (with stripes),
|
||||
// and the vertical surfaces to be shown with low detail (no stripes)
|
||||
float z_in_cells = object_z_row * 190.;
|
||||
// Gradient of Z projected on the screen.
|
||||
float dx_vtc = dFdx(z_in_cells);
|
||||
float dy_vtc = dFdy(z_in_cells);
|
||||
float lod = clamp(0.5 * log2(max(dx_vtc * dx_vtc, dy_vtc * dy_vtc)), 0., 1.);
|
||||
// Sample the Z texture. Texture coordinates are normalized to <0, 1>.
|
||||
vec4 color = vec4(0.25, 0.25, 0.25, 1.0);
|
||||
if (z_texture_row >= 0.0)
|
||||
color = mix(texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.),
|
||||
texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.), lod);
|
||||
// Mix the final color.
|
||||
gl_FragColor = vec4(vec3(intensity.y), 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend);
|
||||
}
|
60
resources/shaders/ES/variable_layer_height.vs
Normal file
60
resources/shaders/ES/variable_layer_height.vs
Normal file
@ -0,0 +1,60 @@
|
||||
#version 100
|
||||
|
||||
#define INTENSITY_CORRECTION 0.6
|
||||
|
||||
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
|
||||
|
||||
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
|
||||
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
|
||||
//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
|
||||
//#define LIGHT_FRONT_SHININESS 5.0
|
||||
|
||||
#define INTENSITY_AMBIENT 0.3
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat3 view_normal_matrix;
|
||||
uniform mat4 volume_world_matrix;
|
||||
uniform float object_max_z;
|
||||
|
||||
attribute vec3 v_position;
|
||||
attribute vec3 v_normal;
|
||||
attribute vec2 v_tex_coord;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
varying vec2 intensity;
|
||||
|
||||
varying float object_z;
|
||||
|
||||
void main()
|
||||
{
|
||||
// =====================================================
|
||||
// NOTE:
|
||||
// when object_max_z > 0.0 we are rendering the overlay
|
||||
// when object_max_z == 0.0 we are rendering the volumes
|
||||
// =====================================================
|
||||
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(view_normal_matrix * v_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;
|
||||
vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
|
||||
|
||||
// Perform the same lighting calculation for the 2nd light source (no specular)
|
||||
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
|
||||
|
||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
||||
|
||||
// Scaled to widths of the Z texture.
|
||||
object_z = (object_max_z > 0.0) ? object_max_z * v_tex_coord.y : (volume_world_matrix * vec4(v_position, 1.0)).z;
|
||||
|
||||
gl_Position = projection_matrix * position;
|
||||
}
|
19
resources/shaders/ES/wireframe.fs
Normal file
19
resources/shaders/ES/wireframe.fs
Normal file
@ -0,0 +1,19 @@
|
||||
#version 100
|
||||
#extension GL_OES_standard_derivatives : enable
|
||||
|
||||
// see for reference: https://stackoverflow.com/questions/7361582/opengl-debugging-single-pass-wireframe-rendering
|
||||
|
||||
precision highp float;
|
||||
|
||||
uniform vec4 uniform_color;
|
||||
|
||||
varying vec3 barycentric;
|
||||
|
||||
void main()
|
||||
{
|
||||
float min_dist = min(min(barycentric.x, barycentric.y), barycentric.z);
|
||||
if (min_dist > 0.5 * fwidth(min_dist))
|
||||
discard;
|
||||
|
||||
gl_FragColor = uniform_color;
|
||||
}
|
20
resources/shaders/ES/wireframe.vs
Normal file
20
resources/shaders/ES/wireframe.vs
Normal file
@ -0,0 +1,20 @@
|
||||
#version 100
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform float offset;
|
||||
|
||||
attribute vec3 v_position;
|
||||
attribute vec3 v_normal;
|
||||
attribute vec3 v_extra;
|
||||
|
||||
varying vec3 barycentric;
|
||||
|
||||
void main()
|
||||
{
|
||||
barycentric = v_extra;
|
||||
// Add small epsilon to z to solve z-fighting
|
||||
vec4 clip_position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
|
||||
clip_position.z -= offset * abs(clip_position.w);
|
||||
gl_Position = clip_position;
|
||||
}
|
Loading…
Reference in New Issue
Block a user