#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 vec3 WHITE = vec3(1.0, 1.0, 1.0); const float EPSILON = 0.0001; const float BANDS_WIDTH = 10.0; struct SlopeDetection { bool actived; float normal_z; mat3 volume_world_normal_matrix; }; uniform vec4 uniform_color; uniform SlopeDetection slope; uniform bool sinking; #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; varying vec3 delta_box_min; varying vec3 delta_box_max; varying vec4 model_pos; varying float world_pos_z; varying float world_normal_z; varying vec3 eye_normal; vec3 sinking_color(vec3 color) { return (mod(model_pos.x + model_pos.y + model_pos.z, BANDS_WIDTH) < (0.5 * BANDS_WIDTH)) ? mix(color, ZERO, 0.6666) : color; } 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 color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color; // if the object is sinking, shade it with inclined bands or white around world z = 0 if (sinking) color = (abs(world_pos_z) < 0.05) ? WHITE : sinking_color(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); }