[shaders] vertex = uniform highp mat4 u_modelViewProjectionMatrix; uniform lowp float u_active_extruder; uniform lowp float u_shade_factor; uniform highp int u_layer_view_type; attribute highp float a_extruder; attribute highp float a_line_type; attribute highp vec4 a_vertex; attribute lowp vec4 a_color; attribute lowp vec4 a_material_color; varying lowp vec4 v_color; varying float v_line_type; void main() { gl_Position = u_modelViewProjectionMatrix * a_vertex; // shade the color depending on the extruder index v_color = vec4(0.4, 0.4, 0.4, 0.9); // default color for not current layer; // 8 and 9 are travel moves // if ((a_line_type != 8.0) && (a_line_type != 9.0)) { // v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a); // } v_line_type = a_line_type; } fragment = #ifdef GL_ES #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif // GL_FRAGMENT_PRECISION_HIGH #endif // GL_ES varying lowp vec4 v_color; varying float v_line_type; uniform int u_show_travel_moves; uniform int u_show_helpers; uniform int u_show_skin; uniform int u_show_infill; void main() { if ((u_show_travel_moves == 0) && (v_line_type >= 7.5) && (v_line_type <= 9.5)) { // actually, 8 and 9 // discard movements discard; } // support: 4, 5, 7, 10 if ((u_show_helpers == 0) && ( ((v_line_type >= 3.5) && (v_line_type <= 4.5)) || ((v_line_type >= 6.5) && (v_line_type <= 7.5)) || ((v_line_type >= 9.5) && (v_line_type <= 10.5)) || ((v_line_type >= 4.5) && (v_line_type <= 5.5)) )) { discard; } // skin: 1, 2, 3 if ((u_show_skin == 0) && ( (v_line_type >= 0.5) && (v_line_type <= 3.5) )) { discard; } // infill: if ((u_show_infill == 0) && (v_line_type >= 5.5) && (v_line_type <= 6.5)) { // discard movements discard; } gl_FragColor = v_color; } vertex41core = #version 410 uniform highp mat4 u_modelViewProjectionMatrix; uniform lowp float u_active_extruder; uniform lowp float u_shade_factor; uniform highp int u_layer_view_type; in highp float a_extruder; in highp float a_line_type; in highp vec4 a_vertex; in lowp vec4 a_color; in lowp vec4 a_material_color; out lowp vec4 v_color; out float v_line_type; void main() { gl_Position = u_modelViewProjectionMatrix * a_vertex; v_color = vec4(0.4, 0.4, 0.4, 0.9); // default color for not current layer // if ((a_line_type != 8) && (a_line_type != 9)) { // v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a); // } v_line_type = a_line_type; } fragment41core = #version 410 in lowp vec4 v_color; in float v_line_type; out vec4 frag_color; uniform int u_show_travel_moves; uniform int u_show_helpers; uniform int u_show_skin; uniform int u_show_infill; void main() { if ((u_show_travel_moves == 0) && (v_line_type >= 7.5) && (v_line_type <= 9.5)) { // actually, 8 and 9 // discard movements discard; } // helpers: 4, 5, 7, 10 if ((u_show_helpers == 0) && ( ((v_line_type >= 3.5) && (v_line_type <= 4.5)) || ((v_line_type >= 6.5) && (v_line_type <= 7.5)) || ((v_line_type >= 9.5) && (v_line_type <= 10.5)) || ((v_line_type >= 4.5) && (v_line_type <= 5.5)) )) { discard; } // skin: 1, 2, 3 if ((u_show_skin == 0) && ( (v_line_type >= 0.5) && (v_line_type <= 3.5) )) { discard; } // infill: if ((u_show_infill == 0) && (v_line_type >= 5.5) && (v_line_type <= 6.5)) { // discard movements discard; } frag_color = v_color; } [defaults] u_active_extruder = 0.0 u_shade_factor = 0.60 u_layer_view_type = 0 u_extruder_opacity = [1.0, 1.0, 1.0, 1.0] u_show_travel_moves = 0 u_show_helpers = 1 u_show_skin = 1 u_show_infill = 1 [bindings] u_modelViewProjectionMatrix = model_view_projection_matrix [attributes] a_vertex = vertex a_color = color a_extruder = extruder a_line_type = line_type a_material_color = material_color