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- [shaders]
- vertex41core =
- #version 410
- uniform highp mat4 u_modelMatrix;
- uniform highp mat4 u_viewMatrix;
- uniform highp mat4 u_projectionMatrix;
- uniform lowp float u_active_extruder;
- uniform lowp mat4 u_extruder_opacity; // currently only for max 16 extruders, others always visible
- uniform highp mat4 u_normalMatrix;
- in highp vec4 a_vertex;
- in lowp vec4 a_color;
- in lowp vec4 a_grayColor;
- in lowp vec4 a_material_color;
- in highp vec4 a_normal;
- in highp vec2 a_line_dim; // line width and thickness
- in highp float a_extruder;
- in highp float a_line_type;
- out lowp vec4 v_color;
- out highp vec3 v_vertex;
- out highp vec3 v_normal;
- out lowp vec2 v_line_dim;
- out highp int v_extruder;
- out highp mat4 v_extruder_opacity;
- out float v_line_type;
- out lowp vec4 f_color;
- out highp vec3 f_vertex;
- out highp vec3 f_normal;
- 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
- v_color = vec4(0.4, 0.4, 0.4, 0.9); // default color for not current layer
- v_vertex = world_space_vert.xyz;
- v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
- v_line_dim = a_line_dim;
- v_extruder = int(a_extruder);
- v_line_type = a_line_type;
- v_extruder_opacity = u_extruder_opacity;
- // for testing without geometry shader
- f_color = v_color;
- f_vertex = v_vertex;
- f_normal = v_normal;
- }
- geometry41core =
- #version 410
- uniform highp mat4 u_modelMatrix;
- uniform highp mat4 u_viewMatrix;
- uniform highp mat4 u_projectionMatrix;
- uniform int u_show_travel_moves;
- uniform int u_show_helpers;
- 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 mat4 v_extruder_opacity[];
- in float v_line_type[];
- out vec4 f_color;
- out vec3 f_normal;
- out vec3 f_vertex;
- // Set the set of variables and EmitVertex
- void myEmitVertex(vec3 vertex, vec4 color, vec3 normal, vec4 pos) {
- f_vertex = vertex;
- f_color = color;
- f_normal = normal;
- gl_Position = pos;
- EmitVertex();
- }
- void main()
- {
- highp mat4 viewProjectionMatrix = u_projectionMatrix * u_viewMatrix;
- 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][int(mod(v_extruder[0], 4))][v_extruder[0] / 4] == 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_helpers == 0) && ((v_line_type[0] == 4) || (v_line_type[0] == 5) || (v_line_type[0] == 7) || (v_line_type[0] == 10))) {
- 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 = 0.05;
- } else {
- size_x = v_line_dim[1].x / 2 + 0.01; // radius, and make it nicely overlapping
- }
- size_y = v_line_dim[1].y / 2 + 0.01;
- 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);
- if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
- vec4 va_head = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert);
- vec4 va_up = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert);
- vec4 va_down = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert);
- vec4 vb_head = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head + g_vertex_offset_vert);
- vec4 vb_down = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert);
- vec4 vb_up = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert);
- // Travels: flat plane with pointy ends
- myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
- myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_head);
- myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_down);
- myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
- myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_down);
- myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_up);
- myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_head);
- //And reverse so that the line is also visible from the back side.
- myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_up);
- myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_down);
- myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
- myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_down);
- myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_head);
- myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
- EndPrimitive();
- } else {
- vec4 va_m_horz = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
- vec4 vb_m_horz = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
- vec4 va_p_vert = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
- vec4 vb_p_vert = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
- vec4 va_p_horz = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
- vec4 vb_p_horz = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
- vec4 va_m_vert = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
- vec4 vb_m_vert = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
- vec4 va_head = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head);
- vec4 vb_head = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head);
- // All normal lines are rendered as 3d tubes.
- myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
- myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
- myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_p_vert);
- myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_p_vert);
- myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz);
- myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz);
- myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, va_m_vert);
- myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, vb_m_vert);
- myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
- myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
- EndPrimitive();
- // left side
- myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
- myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_p_vert);
- myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, va_head);
- myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz);
- EndPrimitive();
- myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz);
- myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, va_m_vert);
- myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, va_head);
- myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
- EndPrimitive();
- // right side
- myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz);
- myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_p_vert);
- myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, vb_head);
- myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
- EndPrimitive();
- myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
- myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, vb_m_vert);
- myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, vb_head);
- myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz);
- EndPrimitive();
- }
- }
- fragment41core =
- #version 410
- in lowp vec4 f_color;
- in lowp vec3 f_normal;
- in lowp vec3 f_vertex;
- out vec4 frag_color;
- 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 light_dir = normalize(u_lightPosition - f_vertex);
- // Diffuse Component
- highp float NdotL = clamp(dot(normal, light_dir), 0.0, 1.0);
- finalColor += (NdotL * f_color);
- finalColor.a = alpha; // Do not change alpha in any way
- frag_color = finalColor;
- }
- [defaults]
- u_active_extruder = 0.0
- u_extruder_opacity = [[1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [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_helpers = 1
- u_show_skin = 1
- u_show_infill = 1
- [bindings]
- u_modelMatrix = model_matrix
- u_viewMatrix = view_matrix
- u_projectionMatrix = projection_matrix
- u_normalMatrix = normal_matrix
- u_lightPosition = light_0_position
- [attributes]
- a_vertex = vertex
- a_color = color
- a_grayColor = vec4(0.87, 0.12, 0.45, 1.0)
- a_normal = normal
- a_line_dim = line_dim
- a_extruder = extruder
- a_material_color = material_color
- a_line_type = line_type
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