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- [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 float u_xray_error_strength;
- 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 = u_background_color;
- 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 = vec4(shiftHue(layer0.rgb, hue_shift), result.a);
- }
- 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 float u_xray_error_strength;
- 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 = u_background_color;
- 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 = vec4(shiftHue(layer0.rgb, hue_shift), result.a);
- }
- 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_outline_strength = 1.0
- u_outline_color = [0.05, 0.66, 0.89, 1.0]
- [bindings]
- [attributes]
- a_vertex = vertex
- a_uvs = uv
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