#version 110 const vec3 ZERO = vec3(0.0, 0.0, 0.0); const float EPSILON = 0.0001; struct PrintVolumeDetection { // 0 = rectangle, 1 = circle, 2 = custom, 3 = invalid int type; // type = 0 (rectangle): // x = min.x, y = min.y, z = max.x, w = max.y // type = 1 (circle): // x = center.x, y = center.y, z = radius vec4 xy_data; // x = min z, y = max z vec2 z_data; }; struct SlopeDetection { bool actived; float normal_z; mat3 volume_world_normal_matrix; }; uniform vec4 uniform_color; uniform SlopeDetection slope; uniform bool offset_depth_buffer; #ifdef ENABLE_ENVIRONMENT_MAP uniform sampler2D environment_tex; uniform bool use_environment_tex; #endif // ENABLE_ENVIRONMENT_MAP varying vec3 clipping_planes_dots; // x = diffuse, y = specular; varying vec2 intensity; uniform PrintVolumeDetection print_volume; varying vec4 model_pos; varying vec4 world_pos; varying float world_normal_z; varying vec3 eye_normal; void main() { if (any(lessThan(clipping_planes_dots, ZERO))) discard; vec3 color = uniform_color.rgb; float alpha = uniform_color.a; if (slope.actived && world_normal_z < slope.normal_z - EPSILON) { color = vec3(0.7, 0.7, 1.0); alpha = 1.0; } // if the fragment is outside the print volume -> use darker color vec3 pv_check_min = ZERO; vec3 pv_check_max = ZERO; if (print_volume.type == 0) { // rectangle pv_check_min = world_pos.xyz - vec3(print_volume.xy_data.x, print_volume.xy_data.y, print_volume.z_data.x); pv_check_max = world_pos.xyz - vec3(print_volume.xy_data.z, print_volume.xy_data.w, print_volume.z_data.y); } else if (print_volume.type == 1) { // circle float delta_radius = print_volume.xy_data.z - distance(world_pos.xy, print_volume.xy_data.xy); pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x); pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y); } color = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color, ZERO, 0.3333) : color; #ifdef ENABLE_ENVIRONMENT_MAP if (use_environment_tex) gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha); else #endif gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha); // In the support painting gizmo and the seam painting gizmo are painted triangles rendered over the already // rendered object. To resolved z-fighting between previously rendered object and painted triangles, values // inside the depth buffer are offset by small epsilon for painted triangles inside those gizmos. gl_FragDepth = gl_FragCoord.z - (offset_depth_buffer ? EPSILON : 0.0); }