|
@@ -16,8 +16,6 @@ vertex =
|
|
|
varying highp vec3 v_vertex;
|
|
|
varying highp vec3 v_normal;
|
|
|
|
|
|
- varying highp vec4 v_orig_vertex;
|
|
|
-
|
|
|
varying lowp vec4 f_color;
|
|
|
varying highp vec3 f_vertex;
|
|
|
varying highp vec3 f_normal;
|
|
@@ -29,14 +27,12 @@ vertex =
|
|
|
gl_Position = world_space_vert;
|
|
|
// gl_Position = u_modelViewProjectionMatrix * a_vertex;
|
|
|
// shade the color depending on the extruder index stored in the alpha component of the color
|
|
|
- v_color = (a_color.a == u_active_extruder) ? a_color : a_color * u_shade_factor;
|
|
|
+ v_color = (a_color.a == u_active_extruder) ? a_color : vec4(0.4, 0.4, 0.4, 1.0); //a_color * u_shade_factor;
|
|
|
v_color.a = 1.0;
|
|
|
|
|
|
v_vertex = world_space_vert.xyz;
|
|
|
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
|
|
|
|
|
|
- v_orig_vertex = a_vertex;
|
|
|
-
|
|
|
// for testing without geometry shader
|
|
|
f_color = v_color;
|
|
|
f_vertex = v_vertex;
|
|
@@ -51,7 +47,7 @@ geometry =
|
|
|
//uniform highp mat4 u_modelViewProjectionMatrix;
|
|
|
|
|
|
layout(lines) in;
|
|
|
- layout(triangle_strip, max_vertices = 8) out;
|
|
|
+ layout(triangle_strip, max_vertices = 28) out;
|
|
|
/*layout(std140) uniform Matrices {
|
|
|
mat4 u_modelViewProjectionMatrix;
|
|
|
};*/
|
|
@@ -59,7 +55,6 @@ geometry =
|
|
|
in vec4 v_color[];
|
|
|
in vec3 v_vertex[];
|
|
|
in vec3 v_normal[];
|
|
|
- in vec3 v_orig_vertex[];
|
|
|
|
|
|
out vec4 f_color;
|
|
|
out vec3 f_normal;
|
|
@@ -71,20 +66,28 @@ geometry =
|
|
|
//vec3 g_normal;
|
|
|
//vec3 g_offset;
|
|
|
|
|
|
- //vec4 g_vertex_delta;
|
|
|
+ vec4 g_vertex_delta;
|
|
|
vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
|
|
|
vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
|
|
|
vec3 g_vertex_normal_vert;
|
|
|
vec4 g_vertex_offset_vert;
|
|
|
+ vec3 g_vertex_normal_horz_head;
|
|
|
+ vec4 g_vertex_offset_horz_head;
|
|
|
|
|
|
- const float size = 0.5;
|
|
|
+ const float size_x = 0.2;
|
|
|
+ const float size_y = 0.1;
|
|
|
|
|
|
- //g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
|
|
|
- g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x);
|
|
|
- g_vertex_offset_horz = vec4(g_vertex_normal_horz * size, 0.0); //size * g_vertex_normal_horz;
|
|
|
+ //g_vertex_normal_horz = normalize(v_normal[0]); //vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x);
|
|
|
+ g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
|
|
|
+ g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z));
|
|
|
+ g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0);
|
|
|
+
|
|
|
+ g_vertex_normal_horz = normalize(vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x));
|
|
|
+
|
|
|
+ g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //size * g_vertex_normal_horz;
|
|
|
g_vertex_normal_vert = vec3(0.0, 1.0, 0.0);
|
|
|
//g_vertex_offset_vert = vec3(g_vertex_normal_vert.x * 0.5f, g_vertex_normal_vert.y * 0.5f, g_vertex_normal_vert.z * 0.5f); //size * g_vertex_normal_vert;
|
|
|
- g_vertex_offset_vert = vec4(g_vertex_normal_vert * size, 0.0);
|
|
|
+ g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0);
|
|
|
|
|
|
f_vertex = v_vertex[0];
|
|
|
f_normal = g_vertex_normal_horz;
|
|
@@ -134,110 +137,103 @@ geometry =
|
|
|
gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
|
|
|
EmitVertex();
|
|
|
|
|
|
+ f_vertex = v_vertex[0];
|
|
|
+ f_normal = g_vertex_normal_horz;
|
|
|
+ f_color = v_color[0];
|
|
|
+ gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
|
|
|
+ EmitVertex();
|
|
|
+
|
|
|
+ f_vertex = v_vertex[1];
|
|
|
+ f_color = v_color[1];
|
|
|
+ f_normal = g_vertex_normal_horz;
|
|
|
+ gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
|
|
|
+ EmitVertex();
|
|
|
+
|
|
|
EndPrimitive();
|
|
|
- }
|
|
|
|
|
|
+ // left side
|
|
|
+ f_vertex = v_vertex[0];
|
|
|
+ f_color = v_color[0];
|
|
|
|
|
|
-poep =
|
|
|
- #version 410
|
|
|
+ f_normal = g_vertex_normal_horz;
|
|
|
+ gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
|
|
|
+ EmitVertex();
|
|
|
|
|
|
- uniform highp mat4 u_modelMatrix;
|
|
|
- uniform highp mat4 u_viewProjectionMatrix;
|
|
|
- uniform highp mat4 u_modelViewProjectionMatrix;
|
|
|
+ f_normal = g_vertex_normal_vert;
|
|
|
+ gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
|
|
|
+ EmitVertex();
|
|
|
|
|
|
- layout(lines) in;
|
|
|
- layout(triangle_strip, max_vertices = 3) out;
|
|
|
+ f_normal = g_vertex_normal_horz_head;
|
|
|
+ gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head);
|
|
|
+ EmitVertex();
|
|
|
|
|
|
- in vec4 v_color[];
|
|
|
- in vec3 v_vertex[];
|
|
|
- in vec3 v_normal[];
|
|
|
- in vec4 v_orig_vertex[];
|
|
|
+ f_normal = -g_vertex_normal_horz;
|
|
|
+ gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
|
|
|
+ EmitVertex();
|
|
|
|
|
|
- out vec4 f_color;
|
|
|
- out vec3 f_normal;
|
|
|
- out vec3 f_vertex;
|
|
|
+ EndPrimitive();
|
|
|
|
|
|
- void main()
|
|
|
- {
|
|
|
- int i;
|
|
|
- vec4 delta;
|
|
|
- vec3 g_normal;
|
|
|
- vec3 g_offset;
|
|
|
+ f_normal = -g_vertex_normal_horz;
|
|
|
+ gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
|
|
|
+ EmitVertex();
|
|
|
|
|
|
- vec4 g_vertex_delta;
|
|
|
- vec4 g_vertex_normal_horz; // horizontal and vertical in respect to layers
|
|
|
- vec3 g_vertex_normal_vert;
|
|
|
- vec3 g_vertex_offset_horz;
|
|
|
- vec3 g_vertex_offset_vert;
|
|
|
-
|
|
|
- float size = 3;
|
|
|
-
|
|
|
- g_vertex_delta = v_orig_vertex[1] - v_orig_vertex[0];
|
|
|
- g_vertex_normal_horz = vec4(g_vertex_delta.z, 0.0, -g_vertex_delta.x, g_vertex_delta.w);
|
|
|
- if (length(g_vertex_normal_horz) < 0.1) {
|
|
|
- g_vertex_normal_horz = vec4(1.0, 0.0, 0.0, 0.0);
|
|
|
- g_vertex_offset_horz = vec3(0.0, 0.0, 0.0);
|
|
|
- g_vertex_offset_vert = vec3(0.0, 0.0, 0.0);
|
|
|
- } else {
|
|
|
- g_vertex_normal_horz = normalize(g_vertex_normal_horz);
|
|
|
- g_vertex_offset_horz = (u_viewProjectionMatrix * u_modelMatrix * size * g_vertex_normal_horz).xyz;
|
|
|
- g_vertex_normal_vert = vec3(0.0, 0.0, 1.0);
|
|
|
- g_vertex_offset_vert = (u_viewProjectionMatrix * u_modelMatrix * size * g_vertex_normal_vert).xyz;
|
|
|
- }
|
|
|
+ f_normal = -g_vertex_normal_vert;
|
|
|
+ gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
|
|
|
+ EmitVertex();
|
|
|
+
|
|
|
+ f_normal = g_vertex_normal_horz_head;
|
|
|
+ gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head);
|
|
|
+ EmitVertex();
|
|
|
|
|
|
- f_vertex = v_vertex[0];
|
|
|
- f_color = v_color[0];
|
|
|
f_normal = g_vertex_normal_horz;
|
|
|
- gl_Position = gl_in[0].gl_Position + g_vertex_offset_horz;
|
|
|
+ gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
|
|
|
EmitVertex();
|
|
|
|
|
|
+ EndPrimitive();
|
|
|
+
|
|
|
+ // right side
|
|
|
f_vertex = v_vertex[1];
|
|
|
f_color = v_color[1];
|
|
|
+
|
|
|
f_normal = g_vertex_normal_horz;
|
|
|
- gl_Position = gl_in[1].gl_Position + g_vertex_offset_horz;
|
|
|
+ gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
|
|
|
EmitVertex();
|
|
|
|
|
|
- f_vertex = v_vertex[0];
|
|
|
- f_color = v_color[0];
|
|
|
- f_normal = g_vertex_offset_vert;
|
|
|
- gl_Position = gl_in[0].gl_Position + g_vertex_offset_vert;
|
|
|
+ f_normal = g_vertex_normal_vert;
|
|
|
+ gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
|
|
|
EmitVertex();
|
|
|
|
|
|
- f_vertex = v_vertex[1];
|
|
|
- f_color = v_color[1];
|
|
|
- f_normal = g_vertex_offset_vert;
|
|
|
- gl_Position = gl_in[1].gl_Position + g_vertex_offset_vert;
|
|
|
+ f_normal = -g_vertex_normal_horz_head;
|
|
|
+ gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head);
|
|
|
EmitVertex();
|
|
|
|
|
|
- f_vertex = v_vertex[0];
|
|
|
- f_color = v_color[0];
|
|
|
f_normal = -g_vertex_normal_horz;
|
|
|
- gl_Position = gl_in[0].gl_Position - g_vertex_offset_horz;
|
|
|
+ gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
|
|
|
EmitVertex();
|
|
|
|
|
|
- f_vertex = v_vertex[1];
|
|
|
- f_color = v_color[1];
|
|
|
+ EndPrimitive();
|
|
|
+
|
|
|
f_normal = -g_vertex_normal_horz;
|
|
|
- gl_Position = gl_in[1].gl_Position - g_vertex_offset_horz;
|
|
|
+ gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
|
|
|
EmitVertex();
|
|
|
|
|
|
- f_vertex = v_vertex[0];
|
|
|
- f_color = v_color[0];
|
|
|
- f_normal = -g_vertex_offset_vert;
|
|
|
- gl_Position = gl_in[0].gl_Position - g_vertex_offset_vert;
|
|
|
+ f_normal = -g_vertex_normal_vert;
|
|
|
+ gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
|
|
|
EmitVertex();
|
|
|
|
|
|
- f_vertex = v_vertex[1];
|
|
|
- f_color = v_color[1];
|
|
|
- f_normal = -g_vertex_offset_vert;
|
|
|
- gl_Position = gl_in[1].gl_Position - g_vertex_offset_vert;
|
|
|
+ f_normal = -g_vertex_normal_horz_head;
|
|
|
+ gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head);
|
|
|
EmitVertex();
|
|
|
|
|
|
+ f_normal = g_vertex_normal_horz;
|
|
|
+ gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
|
|
|
+ EmitVertex();
|
|
|
|
|
|
EndPrimitive();
|
|
|
|
|
|
|
|
|
|
|
|
+
|
|
|
}
|
|
|
|
|
|
fragment =
|
|
@@ -271,6 +267,8 @@ fragment =
|
|
|
|
|
|
//gl_FrontFacing = ..
|
|
|
|
|
|
+ //if ((f_normal).z < 0) {discard; }
|
|
|
+
|
|
|
mediump vec4 finalColor = vec4(0.0);
|
|
|
|
|
|
finalColor += u_ambientColor;
|