Merge branch 'master' into fs_emboss

# Conflicts:
#	src/libslic3r/Format/3mf.cpp
This commit is contained in:
Filip Sykala 2022-02-10 14:04:02 +01:00
commit faa63f3182
93 changed files with 3309 additions and 597 deletions

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#version 110
const vec3 back_color_dark = vec3(0.235, 0.235, 0.235);
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;

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#version 110
attribute vec3 v_position;
attribute vec2 v_tex_coords;
varying vec2 tex_coords;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * vec4(v_position.x, v_position.y, v_position.z, 1.0);
// the following line leads to crash on some Intel graphics card
//gl_Position = gl_ModelViewProjectionMatrix * vec4(v_position, 1.0);
tex_coords = v_tex_coords;
gl_Position = ftransform();
tex_coords = gl_MultiTexCoord0.xy;
}

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#version 110
const vec4 BLACK = vec4(vec3(0.1), 1.0);
const vec4 WHITE = vec4(vec3(1.0), 1.0);
const float emission_factor = 0.25;
// x = tainted, y = specular;
varying vec2 intensity;
varying vec3 world_position;
uniform vec3 world_center;
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);
}

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#version 110
#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
// 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(gl_NormalMatrix * gl_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;
vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(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;
world_position = gl_Vertex.xyz;
gl_Position = ftransform();
}