PrusaSlicer-NonPlainar/resources/shaders/gouraud.fs
enricoturri1966 0f44caa99c ENABLE_SLOPE_RENDERING set as default
Slope rendering active only when using Gizmo FDM supports
2020-10-02 15:43:39 +02:00

50 lines
1.3 KiB
GLSL

#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 actived;
float normal_z;
mat3 volume_world_normal_matrix;
};
uniform vec4 uniform_color;
uniform SlopeDetection slope;
uniform sampler2D environment_tex;
uniform bool use_environment_tex;
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;
varying vec3 eye_normal;
vec3 slope_color()
{
return (world_normal_z > slope.normal_z - EPSILON) ? GREEN : RED;
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 color = slope.actived ? 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;
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, uniform_color.a);
else
gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, uniform_color.a);
}