[shaders] vertex = #version 410 uniform highp mat4 u_modelMatrix; uniform highp mat4 u_viewProjectionMatrix; //uniform highp mat4 u_modelViewProjectionMatrix; uniform lowp float u_active_extruder; uniform lowp int u_layer_view_type; uniform lowp int u_only_color_active_extruder; uniform lowp vec4 u_extruder_opacity; // currently only for max 4 extruders, others always visible uniform highp mat4 u_normalMatrix; attribute highp vec4 a_vertex; attribute lowp vec4 a_color; attribute lowp vec4 a_material_color; attribute highp vec4 a_normal; attribute highp vec2 a_line_dim; // line width and thickness attribute highp int a_extruder; attribute highp int a_line_type; varying lowp vec4 v_color; //varying lowp vec4 v_material_color; varying highp vec3 v_vertex; varying highp vec3 v_normal; //varying lowp vec2 v_uvs; varying lowp vec2 v_line_dim; varying highp int v_extruder; varying highp vec4 v_extruder_opacity; varying int v_line_type; varying lowp vec4 f_color; varying highp vec3 f_vertex; varying highp vec3 f_normal; varying highp int f_extruder; void main() { vec4 v1_vertex = a_vertex; v1_vertex.y -= a_line_dim.y / 2; // half layer down vec4 world_space_vert = u_modelMatrix * v1_vertex; gl_Position = world_space_vert; // shade the color depending on the extruder index stored in the alpha component of the color switch (u_layer_view_type) { case 0: // "Material color" v_color = a_material_color; break; case 1: // "Line type" v_color = a_color; break; } if ((u_only_color_active_extruder == 1) && (a_line_type != 8) && (a_line_type != 9)) { v_color = (a_extruder == u_active_extruder) ? v_color : vec4(0.4, 0.4, 0.4, v_color.a); } v_vertex = world_space_vert.xyz; v_normal = (u_normalMatrix * normalize(a_normal)).xyz; v_line_dim = a_line_dim; v_extruder = a_extruder; v_line_type = a_line_type; v_extruder_opacity = u_extruder_opacity; // for testing and backwards compatibility without geometry shader /*f_color = v_color; f_vertex = v_vertex; f_normal = v_normal;*/ } geometry = #version 410 uniform highp mat4 u_viewProjectionMatrix; uniform int u_show_travel_moves; uniform int u_show_support; uniform int u_show_adhesion; uniform int u_show_skin; uniform int u_show_infill; layout(lines) in; layout(triangle_strip, max_vertices = 26) out; in vec4 v_color[]; in vec3 v_vertex[]; in vec3 v_normal[]; in vec2 v_line_dim[]; in int v_extruder[]; in vec4 v_extruder_opacity[]; in int v_line_type[]; out vec4 f_color; out vec3 f_normal; out vec3 f_vertex; out uint f_extruder; void main() { 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; float size_x; float size_y; if ((v_extruder_opacity[0][v_extruder[0]] == 0.0) && (v_line_type[0] != 8) && (v_line_type[0] != 9)) { return; } // See LayerPolygon; 8 is MoveCombingType, 9 is RetractionType if ((u_show_travel_moves == 0) && ((v_line_type[0] == 8) || (v_line_type[0] == 9))) { return; } if ((u_show_support == 0) && ((v_line_type[0] == 4) || (v_line_type[0] == 7) || (v_line_type[0] == 10))) { return; } if ((u_show_adhesion == 0) && (v_line_type[0] == 5)) { return; } if ((u_show_skin == 0) && ((v_line_type[0] == 1) || (v_line_type[0] == 2) || (v_line_type[0] == 3))) { return; } if ((u_show_infill == 0) && (v_line_type[0] == 6)) { return; } if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) { // fixed size for movements size_x = 0.1; size_y = 0.1; } else { size_x = v_line_dim[0].x / 2 + 0.01; // radius, and make it nicely overlapping size_y = v_line_dim[0].y / 2 + 0.01; } f_extruder = v_extruder[0]; 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 = vec4(g_vertex_normal_vert * size_y, 0.0); f_vertex = v_vertex[0]; f_color = v_color[0]; f_normal = g_vertex_normal_horz; 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(); f_vertex = v_vertex[0]; f_color = v_color[0]; f_normal = g_vertex_normal_vert; gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert); EmitVertex(); f_vertex = v_vertex[1]; f_color = v_color[1]; f_normal = g_vertex_normal_vert; 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(); f_vertex = v_vertex[0]; f_color = v_color[0]; f_normal = -g_vertex_normal_vert; gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert); EmitVertex(); f_vertex = v_vertex[1]; f_color = v_color[1]; f_normal = -g_vertex_normal_vert; 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]; f_normal = g_vertex_normal_horz; gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz); EmitVertex(); 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_normal = -g_vertex_normal_horz; gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz); EmitVertex(); EndPrimitive(); f_normal = -g_vertex_normal_horz; gl_Position = u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz); EmitVertex(); 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_normal = g_vertex_normal_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 = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz); EmitVertex(); f_normal = g_vertex_normal_vert; gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert); EmitVertex(); 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(); f_normal = -g_vertex_normal_horz; gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz); EmitVertex(); f_normal = -g_vertex_normal_vert; gl_Position = u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert); EmitVertex(); 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 = #version 410 varying lowp vec4 f_color; varying lowp vec3 f_normal; varying lowp vec3 f_vertex; uniform mediump vec4 u_ambientColor; uniform highp vec3 u_lightPosition; void main() { mediump vec4 finalColor = vec4(0.0); float alpha = f_color.a; finalColor.rgb += f_color.rgb * 0.3; highp vec3 normal = normalize(f_normal); highp vec3 lightDir = normalize(u_lightPosition - f_vertex); // Diffuse Component highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0); finalColor += (NdotL * f_color); finalColor.a = alpha; // Do not change alpha in any way gl_FragColor = finalColor; } [defaults] u_active_extruder = 0.0 u_layer_view_type = 0 u_only_color_active_extruder = 1 u_extruder_opacity = [1.0, 1.0, 1.0, 1.0] u_specularColor = [0.4, 0.4, 0.4, 1.0] u_ambientColor = [0.3, 0.3, 0.3, 0.0] u_diffuseColor = [1.0, 0.79, 0.14, 1.0] u_shininess = 20.0 u_show_travel_moves = 0 u_show_support = 1 u_show_adhesion = 1 u_show_skin = 1 u_show_infill = 1 [bindings] u_modelViewProjectionMatrix = model_view_projection_matrix u_modelMatrix = model_matrix u_viewProjectionMatrix = view_projection_matrix u_normalMatrix = normal_matrix u_lightPosition = light_0_position [attributes] a_vertex = vertex a_color = color a_normal = normal a_line_dim = line_dim a_extruder = extruder a_material_color = material_color a_line_type = line_type