[shaders] vertex = uniform highp mat4 u_modelViewProjectionMatrix; attribute highp vec4 a_vertex; attribute highp vec2 a_uvs; varying highp vec2 v_uvs; void main() { gl_Position = u_modelViewProjectionMatrix * a_vertex; v_uvs = a_uvs; } fragment = #ifdef GL_ES #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif // GL_FRAGMENT_PRECISION_HIGH #endif // GL_ES uniform sampler2D u_layer0; //Default pass. uniform sampler2D u_layer1; //Selection pass. uniform sampler2D u_layer2; //X-ray pass. uniform vec2 u_offset[9]; uniform float u_outline_strength; uniform vec4 u_outline_color; uniform vec4 u_background_color; uniform vec4 u_background_color_alt; uniform float u_xray_error_strength; uniform float u_flat_error_color_mix; const vec3 x_axis = vec3(1.0, 0.0, 0.0); const vec3 y_axis = vec3(0.0, 1.0, 0.0); const vec3 z_axis = vec3(0.0, 0.0, 1.0); varying vec2 v_uvs; float kernel[9]; vec3 shiftHue(vec3 color, float hue) { // Make sure colors are distinct when grey-scale is used too: if ((max(max(color.r, color.g), color.b) - min(min(color.r, color.g), color.b)) < 0.1) { color = vec3(1.0, 0.0, 0.0); } // The actual hue shift: const vec3 k = vec3(0.57735, 0.57735, 0.57735); float cosAngle = cos(hue); return vec3(color * cosAngle + cross(k, color) * sin(hue) + k * dot(k, color) * (1.0 - cosAngle)); } void main() { kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0; kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0; kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0; vec4 result = fract((v_uvs.x + v_uvs.y) * 20.0) < 0.5 ? u_background_color : u_background_color - u_background_color_alt; vec4 layer0 = texture2D(u_layer0, v_uvs); float hue_shift = (layer0.a - 0.333) * 6.2831853; if (layer0.a > 0.5) { layer0.a = 1.0; } result = mix(result, layer0, layer0.a); float intersection_count = texture2D(u_layer2, v_uvs).r * 51.0; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models) float rest = mod(intersection_count + .01, 2.0); if (rest > 1.0 && rest < 1.5 && intersection_count < 49.0) { result = mix(vec4(shiftHue(layer0.rgb, hue_shift), result.a), vec4(1.,0.,0.,1.), u_flat_error_color_mix); } vec4 sum = vec4(0.0); for (int i = 0; i < 9; i++) { vec4 color = vec4(texture2D(u_layer1, v_uvs.xy + u_offset[i]).a); sum += color * (kernel[i] / u_outline_strength); } vec4 layer1 = texture2D(u_layer1, v_uvs); if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis)) { gl_FragColor = result; } else { gl_FragColor = mix(result, u_outline_color, abs(sum.a)); } gl_FragColor.a = gl_FragColor.a > 0.5 ? 1.0 : 0.0; } vertex41core = #version 410 uniform highp mat4 u_modelViewProjectionMatrix; in highp vec4 a_vertex; in highp vec2 a_uvs; out highp vec2 v_uvs; void main() { gl_Position = u_modelViewProjectionMatrix * a_vertex; v_uvs = a_uvs; } fragment41core = #version 410 uniform sampler2D u_layer0; //Default pass. uniform sampler2D u_layer1; //Selection pass. uniform sampler2D u_layer2; //X-ray pass. uniform vec2 u_offset[9]; uniform float u_outline_strength; uniform vec4 u_outline_color; uniform vec4 u_background_color; uniform vec4 u_background_color_alt; uniform float u_xray_error_strength; uniform float u_flat_error_color_mix; const vec3 x_axis = vec3(1.0, 0.0, 0.0); const vec3 y_axis = vec3(0.0, 1.0, 0.0); const vec3 z_axis = vec3(0.0, 0.0, 1.0); in vec2 v_uvs; out vec4 frag_color; float kernel[9]; vec3 shiftHue(vec3 color, float hue) { // Make sure colors are distinct when grey-scale is used too: if ((max(max(color.r, color.g), color.b) - min(min(color.r, color.g), color.b)) < 0.1) { color = vec3(1.0, 0.0, 0.0); } // The actual hue shift: const vec3 k = vec3(0.57735, 0.57735, 0.57735); float cosAngle = cos(hue); return vec3(color * cosAngle + cross(k, color) * sin(hue) + k * dot(k, color) * (1.0 - cosAngle)); } void main() { kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0; kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0; kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0; vec4 result = fract((v_uvs.x + v_uvs.y) * 20.0) < 0.5 ? u_background_color : u_background_color - u_background_color_alt; vec4 layer0 = texture(u_layer0, v_uvs); float hue_shift = (layer0.a - 0.333) * 6.2831853; if (layer0.a > 0.5) { layer0.a = 1.0; } result = mix(result, layer0, layer0.a); float intersection_count = texture(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models) float rest = mod(intersection_count + .01, 2.0); if (rest > 1.0 && rest < 1.5 && intersection_count < 49) { result = mix(vec4(shiftHue(layer0.rgb, hue_shift), result.a), vec4(1.,0.,0.,1.), u_flat_error_color_mix); } vec4 sum = vec4(0.0); for (int i = 0; i < 9; i++) { vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a); sum += color * (kernel[i] / u_outline_strength); } vec4 layer1 = texture(u_layer1, v_uvs); if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis)) { frag_color = result; } else { frag_color = mix(result, u_outline_color, abs(sum.a)); } frag_color.a = frag_color.a > 0.5 ? 1.0 : 0.0; } [defaults] u_layer0 = 0 u_layer1 = 1 u_layer2 = 2 u_background_color = [0.965, 0.965, 0.965, 1.0] u_background_color_alt = [0.0, 0.0, 0.0, 0.0] u_outline_strength = 1.0 u_outline_color = [0.05, 0.66, 0.89, 1.0] u_flat_error_color_mix = 0.5 [bindings] [attributes] a_vertex = vertex a_uvs = uv