#version 110 const vec3 ZERO = vec3(0.0, 0.0, 0.0); const vec3 GREEN = vec3(0.0, 0.7, 0.0); const vec3 YELLOW = vec3(0.5, 0.7, 0.0); const vec3 RED = vec3(0.7, 0.0, 0.0); const float EPSILON = 0.0001; struct SlopeDetection { bool active; // x = yellow, y = red vec2 z_range; mat3 volume_world_normal_matrix; }; uniform vec4 uniform_color; uniform SlopeDetection slope; varying vec3 clipping_planes_dots; // x = tainted, y = specular; varying vec2 intensity; varying vec3 delta_box_min; varying vec3 delta_box_max; varying float world_normal_z; vec3 slope_color() { float gradient_range = slope.z_range.x - slope.z_range.y; return (world_normal_z > slope.z_range.x - EPSILON) ? GREEN : ((gradient_range == 0.0) ? RED : mix(RED, YELLOW, clamp((world_normal_z - slope.z_range.y) / gradient_range, 0.0, 1.0))); } void main() { if (any(lessThan(clipping_planes_dots, ZERO))) discard; vec3 color = slope.active ? slope_color() : uniform_color.rgb; // if the fragment is outside the print volume -> use darker color color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color; gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a); }