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- [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
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