layers3d_shadow.shader 12 KB

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