layers3d_shadow.shader 12 KB

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  1. [shaders]
  2. vertex41core =
  3. #version 410
  4. uniform highp mat4 u_modelMatrix;
  5. uniform highp mat4 u_viewMatrix;
  6. uniform highp mat4 u_projectionMatrix;
  7. uniform lowp float u_active_extruder;
  8. uniform lowp mat4 u_extruder_opacity; // currently only for max 16 extruders, others always visible
  9. uniform highp mat4 u_normalMatrix;
  10. in highp vec4 a_vertex;
  11. in lowp vec4 a_color;
  12. in lowp vec4 a_grayColor;
  13. in lowp vec4 a_material_color;
  14. in highp vec4 a_normal;
  15. in highp vec2 a_line_dim; // line width and thickness
  16. in highp float a_extruder;
  17. in highp float a_line_type;
  18. in highp float a_vertex_index;
  19. out lowp vec4 v_color;
  20. out highp vec3 v_vertex;
  21. out highp vec3 v_normal;
  22. out lowp vec2 v_line_dim;
  23. out highp int v_extruder;
  24. out highp mat4 v_extruder_opacity;
  25. out highp float v_line_type;
  26. out highp float v_index;
  27. out lowp vec4 f_color;
  28. out highp vec3 f_vertex;
  29. out highp vec3 f_normal;
  30. void main()
  31. {
  32. vec4 v1_vertex = a_vertex;
  33. v1_vertex.y -= a_line_dim.y / 2; // half layer down
  34. vec4 world_space_vert = u_modelMatrix * v1_vertex;
  35. gl_Position = world_space_vert;
  36. // shade the color depending on the extruder index stored in the alpha component of the color
  37. v_color = vec4(0.4, 0.4, 0.4, 0.9); // default color for not current layer
  38. v_vertex = world_space_vert.xyz;
  39. v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
  40. v_line_dim = a_line_dim;
  41. v_extruder = int(a_extruder);
  42. v_line_type = a_line_type;
  43. v_index = a_vertex_index;
  44. v_extruder_opacity = u_extruder_opacity;
  45. // for testing without geometry shader
  46. f_color = v_color;
  47. f_vertex = v_vertex;
  48. f_normal = v_normal;
  49. }
  50. geometry41core =
  51. #version 410
  52. uniform highp mat4 u_modelMatrix;
  53. uniform highp mat4 u_viewMatrix;
  54. uniform highp mat4 u_projectionMatrix;
  55. uniform int u_show_travel_moves;
  56. uniform int u_show_helpers;
  57. uniform int u_show_skin;
  58. uniform int u_show_infill;
  59. uniform highp vec2 u_drawRange;
  60. layout(lines) in;
  61. layout(triangle_strip, max_vertices = 26) out;
  62. in vec4 v_color[];
  63. in vec3 v_vertex[];
  64. in vec3 v_normal[];
  65. in vec2 v_line_dim[];
  66. in int v_extruder[];
  67. in mat4 v_extruder_opacity[];
  68. in float v_line_type[];
  69. in float v_index[];
  70. out vec4 f_color;
  71. out vec3 f_normal;
  72. out vec3 f_vertex;
  73. // Set the set of variables and EmitVertex
  74. void myEmitVertex(vec3 vertex, vec4 color, vec3 normal, vec4 pos) {
  75. f_vertex = vertex;
  76. f_color = color;
  77. f_normal = normal;
  78. gl_Position = pos;
  79. EmitVertex();
  80. }
  81. void main()
  82. {
  83. highp mat4 viewProjectionMatrix = u_projectionMatrix * u_viewMatrix;
  84. vec4 g_vertex_delta;
  85. vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
  86. vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
  87. vec3 g_vertex_normal_vert;
  88. vec4 g_vertex_offset_vert;
  89. vec3 g_vertex_normal_horz_head;
  90. vec4 g_vertex_offset_horz_head;
  91. float size_x;
  92. float size_y;
  93. if (u_drawRange[0] >= 0.0 && u_drawRange[1] >= 0.0 && (v_index[0] < u_drawRange[0] || v_index[0] >= u_drawRange[1]))
  94. {
  95. return;
  96. }
  97. 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)) {
  98. return;
  99. }
  100. // See LayerPolygon; 8 is MoveCombingType, 9 is RetractionType
  101. if ((u_show_travel_moves == 0) && ((v_line_type[0] == 8) || (v_line_type[0] == 9))) {
  102. return;
  103. }
  104. 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))) {
  105. return;
  106. }
  107. if ((u_show_skin == 0) && ((v_line_type[0] == 1) || (v_line_type[0] == 2) || (v_line_type[0] == 3))) {
  108. return;
  109. }
  110. if ((u_show_infill == 0) && (v_line_type[0] == 6)) {
  111. return;
  112. }
  113. if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
  114. // fixed size for movements
  115. size_x = 0.05;
  116. } else {
  117. size_x = v_line_dim[1].x / 2 + 0.01; // radius, and make it nicely overlapping
  118. }
  119. size_y = v_line_dim[1].y / 2 + 0.01;
  120. g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
  121. g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z));
  122. g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0);
  123. g_vertex_normal_horz = normalize(vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x));
  124. g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //size * g_vertex_normal_horz;
  125. g_vertex_normal_vert = vec3(0.0, 1.0, 0.0);
  126. g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0);
  127. if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
  128. vec4 va_head = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert);
  129. vec4 va_up = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert);
  130. vec4 va_down = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert);
  131. vec4 vb_head = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head + g_vertex_offset_vert);
  132. vec4 vb_down = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert);
  133. vec4 vb_up = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert);
  134. // Travels: flat plane with pointy ends
  135. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
  136. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_head);
  137. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_down);
  138. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
  139. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_down);
  140. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_up);
  141. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_head);
  142. //And reverse so that the line is also visible from the back side.
  143. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_up);
  144. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_down);
  145. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
  146. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_down);
  147. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_head);
  148. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
  149. EndPrimitive();
  150. } else {
  151. vec4 va_m_horz = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
  152. vec4 vb_m_horz = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
  153. vec4 va_p_vert = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
  154. vec4 vb_p_vert = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
  155. vec4 va_p_horz = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
  156. vec4 vb_p_horz = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
  157. vec4 va_m_vert = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
  158. vec4 vb_m_vert = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
  159. vec4 va_head = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head);
  160. vec4 vb_head = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head);
  161. // All normal lines are rendered as 3d tubes.
  162. myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
  163. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
  164. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_p_vert);
  165. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_p_vert);
  166. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz);
  167. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz);
  168. myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, va_m_vert);
  169. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, vb_m_vert);
  170. myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
  171. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
  172. EndPrimitive();
  173. // left side
  174. myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
  175. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_p_vert);
  176. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, va_head);
  177. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz);
  178. EndPrimitive();
  179. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz);
  180. myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, va_m_vert);
  181. myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, va_head);
  182. myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
  183. EndPrimitive();
  184. // right side
  185. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz);
  186. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_p_vert);
  187. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, vb_head);
  188. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
  189. EndPrimitive();
  190. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
  191. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, vb_m_vert);
  192. myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, vb_head);
  193. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz);
  194. EndPrimitive();
  195. }
  196. }
  197. fragment41core =
  198. #version 410
  199. in lowp vec4 f_color;
  200. in lowp vec3 f_normal;
  201. in lowp vec3 f_vertex;
  202. out vec4 frag_color;
  203. uniform mediump vec4 u_ambientColor;
  204. uniform highp vec3 u_lightPosition;
  205. void main()
  206. {
  207. mediump vec4 finalColor = vec4(0.0);
  208. float alpha = f_color.a;
  209. finalColor.rgb += f_color.rgb * 0.3;
  210. highp vec3 normal = normalize(f_normal);
  211. highp vec3 light_dir = normalize(u_lightPosition - f_vertex);
  212. // Diffuse Component
  213. highp float NdotL = clamp(dot(normal, light_dir), 0.0, 1.0);
  214. finalColor += (NdotL * f_color);
  215. finalColor.a = alpha; // Do not change alpha in any way
  216. frag_color = finalColor;
  217. }
  218. [defaults]
  219. u_active_extruder = 0.0
  220. 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]]
  221. u_specularColor = [0.4, 0.4, 0.4, 1.0]
  222. u_ambientColor = [0.3, 0.3, 0.3, 0.0]
  223. u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
  224. u_shininess = 20.0
  225. u_show_travel_moves = 0
  226. u_show_helpers = 1
  227. u_show_skin = 1
  228. u_show_infill = 1
  229. u_drawRange = [-1.0, -1.0]
  230. [bindings]
  231. u_modelMatrix = model_matrix
  232. u_viewMatrix = view_matrix
  233. u_projectionMatrix = projection_matrix
  234. u_normalMatrix = normal_matrix
  235. u_lightPosition = light_0_position
  236. u_drawRange = draw_range
  237. [attributes]
  238. a_vertex = vertex
  239. a_color = color
  240. a_grayColor = vec4(0.87, 0.12, 0.45, 1.0)
  241. a_normal = normal
  242. a_line_dim = line_dim
  243. a_extruder = extruder
  244. a_material_color = material_color
  245. a_line_type = line_type
  246. a_vertex_index = vertex_index