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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 float u_max_feedrate;
- uniform lowp float u_min_feedrate;
- uniform lowp float u_max_thickness;
- uniform lowp float u_min_thickness;
- uniform lowp float u_max_line_width;
- uniform lowp float u_min_line_width;
- uniform lowp float u_max_flow_rate;
- uniform lowp float u_min_flow_rate;
- uniform lowp int u_layer_view_type;
- uniform lowp mat4 u_extruder_opacity; // currently only for max 16 extruders, others always visible
- uniform highp mat4 u_normalMatrix;
- uniform vec3 u_last_vertex;
- uniform vec3 u_next_vertex;
- uniform float u_last_line_ratio;
- in highp vec4 a_vertex;
- in lowp vec4 a_color;
- 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_prev_line_type;
- in highp float a_line_type;
- in highp float a_feedrate;
- in highp float a_thickness;
- 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_prev_line_type;
- out float v_line_type;
- out lowp vec4 f_color;
- out highp vec3 f_vertex;
- out highp vec3 f_normal;
- vec4 feedrateGradientColor(float abs_value, float min_value, float max_value)
- {
- float value;
- if(abs(max_value - min_value) < 0.0001) //Max and min are equal (barring floating point rounding errors).
- {
- value = 0.5; //Pick a colour in exactly the middle of the range.
- }
- else
- {
- value = (abs_value - min_value) / (max_value - min_value);
- }
- float red = value;
- float green = 1.0 - abs(1.0 - 4.0 * value);
- if (value > 0.375)
- {
- green = 0.5;
- }
- float blue = max(1.0 - 4.0 * value, 0.0);
- return vec4(red, green, blue, 1.0);
- }
- vec4 layerThicknessGradientColor(float abs_value, float min_value, float max_value)
- {
- float value;
- if(abs(max_value - min_value) < 0.0001) //Max and min are equal (barring floating point rounding errors).
- {
- value = 0.5; //Pick a colour in exactly the middle of the range.
- }
- else
- {
- value = (abs_value - min_value) / (max_value - min_value);
- }
- float red = min(max(4.0 * value - 2.0, 0.0), 1.0);
- float green = min(1.5*value, 0.75);
- if (value > 0.75)
- {
- green = value;
- }
- float blue = 0.75-abs(0.25-value);
- return vec4(red, green, blue, 1.0);
- }
- vec4 lineWidthGradientColor(float abs_value, float min_value, float max_value)
- {
- float value;
- if(abs(max_value - min_value) < 0.0001) //Max and min are equal (barring floating point rounding errors).
- {
- value = 0.5; //Pick a colour in exactly the middle of the range.
- }
- else
- {
- value = (abs_value - min_value) / (max_value - min_value);
- }
- float red = value;
- float green = 1.0 - abs(1.0 - 4.0 * value);
- if(value > 0.375)
- {
- green = 0.5;
- }
- float blue = max(1.0 - 4.0 * value, 0.0);
- return vec4(red, green, blue, 1.0);
- }
- float clamp(float v)
- {
- float t = v < 0.0 ? 0.0 : v;
- return t > 1.0 ? 1.0 : t;
- }
- // Inspired by https://stackoverflow.com/a/46628410
- vec4 flowRateGradientColor(float abs_value, float min_value, float max_value)
- {
- float t;
- if(abs(min_value - max_value) < 0.0001)
- {
- t = 0;
- }
- else
- {
- t = 2.0 * ((abs_value - min_value) / (max_value - min_value)) - 1;
- }
- float red = clamp(1.5 - abs(2.0 * t - 1.0));
- float green = clamp(1.5 - abs(2.0 * t));
- float blue = clamp(1.5 - abs(2.0 * t + 1.0));
- return vec4(red, green, blue, 1.0);
- }
- void main()
- {
- vec4 v1_vertex = a_vertex;
- if (v1_vertex.xyz == u_next_vertex)
- {
- v1_vertex.xyz = mix(u_last_vertex, u_next_vertex, u_last_line_ratio);
- }
- 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;
- case 2: // "Speed", or technically 'Feedrate'
- v_color = feedrateGradientColor(a_feedrate, u_min_feedrate, u_max_feedrate);
- break;
- case 3: // "Layer thickness"
- v_color = layerThicknessGradientColor(a_line_dim.y, u_min_thickness, u_max_thickness);
- break;
- case 4: // "Line width"
- v_color = lineWidthGradientColor(a_line_dim.x, u_min_line_width, u_max_line_width);
- break;
- case 5: // "Flow"
- float flow_rate = a_line_dim.x * a_line_dim.y * a_feedrate;
- v_color = flowRateGradientColor(flow_rate, u_min_flow_rate, u_max_flow_rate);
- break;
- }
- 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_prev_line_type = a_prev_line_type;
- 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 lowp vec4 u_starts_color;
- uniform int u_show_travel_moves;
- uniform int u_show_helpers;
- uniform int u_show_skin;
- uniform int u_show_infill;
- uniform int u_show_starts;
- layout(lines) in;
- layout(triangle_strip, max_vertices = 40) out;
- in vec4 v_color[];
- in vec3 v_vertex[];
- in vec3 v_normal[];
- in lowp vec2 v_line_dim[];
- in int v_extruder[];
- in mat4 v_extruder_opacity[];
- in float v_prev_line_type[];
- 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) || v_line_type[0] == 11)) {
- 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; //Actual movement exhibited by the line.
- g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z)); //Lengthwise normal vector pointing backwards.
- g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0); //Lengthwise offset vector pointing backwards.
- g_vertex_normal_horz = normalize(vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x)); //Normal vector pointing right.
- g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //Offset vector pointing right.
- g_vertex_normal_vert = vec3(0.0, 1.0, 0.0); //Upwards normal vector.
- g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0); //Upwards offset vector. Goes up by half the layer thickness.
- if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) { //Travel or retraction moves.
- 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[1], g_vertex_normal_vert, va_up);
- myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_head);
- myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_down);
- myEmitVertex(v_vertex[0], v_color[1], 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[1], g_vertex_normal_vert, va_up);
- myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_down);
- myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_head);
- myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_up);
- EndPrimitive();
- } else {
- vec4 va_m_horz = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz); //Line start, left vertex.
- vec4 vb_m_horz = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz); //Line end, left vertex.
- vec4 va_p_vert = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert); //Line start, top vertex.
- vec4 vb_p_vert = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert); //Line end, top vertex.
- vec4 va_p_horz = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz); //Line start, right vertex.
- vec4 vb_p_horz = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz); //Line end, right vertex.
- vec4 va_m_vert = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert); //Line start, bottom vertex.
- vec4 vb_m_vert = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert); //Line end, bottom vertex.
- vec4 va_head = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head); //Line start, tip.
- vec4 vb_head = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head); //Line end, tip.
- // All normal lines are rendered as 3d tubes.
- myEmitVertex(v_vertex[0], v_color[1], -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[1], 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[1], 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[1], -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[1], -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[1], -g_vertex_normal_horz, va_m_horz);
- myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_p_vert);
- myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_horz_head, va_head);
- myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_horz, va_p_horz);
- EndPrimitive();
- myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_horz, va_p_horz);
- myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_vert, va_m_vert);
- myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_horz_head, va_head);
- myEmitVertex(v_vertex[0], v_color[1], -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();
- }
- if ((u_show_starts == 1) && (
- ((v_prev_line_type[0] != 1) && (v_line_type[0] == 1)) ||
- ((v_prev_line_type[0] != 4) && (v_line_type[0] == 4))
- )) {
- float w = max(0.05, size_x);
- float h = max(0.05, size_y);
- myEmitVertex(v_vertex[0] + vec3( w, h, w), u_starts_color, normalize(vec3( 1.0, 1.0, 1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4( w, h, w, 0.0))); // Front-top-left
- myEmitVertex(v_vertex[0] + vec3(-w, h, w), u_starts_color, normalize(vec3(-1.0, 1.0, 1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4(-w, h, w, 0.0))); // Front-top-right
- myEmitVertex(v_vertex[0] + vec3( w, -h, w), u_starts_color, normalize(vec3( 1.0, -1.0, 1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4( w, -h, w, 0.0))); // Front-bottom-left
- myEmitVertex(v_vertex[0] + vec3(-w, -h, w), u_starts_color, normalize(vec3(-1.0, -1.0, 1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4(-w, -h, w, 0.0))); // Front-bottom-right
- myEmitVertex(v_vertex[0] + vec3(-w, -h, -w), u_starts_color, normalize(vec3(-1.0, -1.0, -1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4(-w, -h, -w, 0.0))); // Back-bottom-right
- myEmitVertex(v_vertex[0] + vec3(-w, h, w), u_starts_color, normalize(vec3(-1.0, 1.0, 1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4(-w, h, w, 0.0))); // Front-top-right
- myEmitVertex(v_vertex[0] + vec3(-w, h, -w), u_starts_color, normalize(vec3(-1.0, 1.0, -1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4(-w, h, -w, 0.0))); // Back-top-right
- myEmitVertex(v_vertex[0] + vec3( w, h, w), u_starts_color, normalize(vec3( 1.0, 1.0, 1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4( w, h, w, 0.0))); // Front-top-left
- myEmitVertex(v_vertex[0] + vec3( w, h, -w), u_starts_color, normalize(vec3( 1.0, 1.0, -1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4( w, h, -w, 0.0))); // Back-top-left
- myEmitVertex(v_vertex[0] + vec3( w, -h, w), u_starts_color, normalize(vec3( 1.0, -1.0, 1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4( w, -h, w, 0.0))); // Front-bottom-left
- myEmitVertex(v_vertex[0] + vec3( w, -h, -w), u_starts_color, normalize(vec3( 1.0, -1.0, -1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4( w, -h, -w, 0.0))); // Back-bottom-left
- myEmitVertex(v_vertex[0] + vec3(-w, -h, -w), u_starts_color, normalize(vec3(-1.0, -1.0, -1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4(-w, -h, -w, 0.0))); // Back-bottom-right
- myEmitVertex(v_vertex[0] + vec3( w, h, -w), u_starts_color, normalize(vec3( 1.0, 1.0, -1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4( w, h, -w, 0.0))); // Back-top-left
- myEmitVertex(v_vertex[0] + vec3(-w, h, -w), u_starts_color, normalize(vec3(-1.0, 1.0, -1.0)), viewProjectionMatrix * (gl_in[0].gl_Position + vec4(-w, h, -w, 0.0))); // Back-top-right
- 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 mediump vec4 u_minimumAlbedo;
- uniform highp vec3 u_lightPosition;
- void main()
- {
- mediump vec4 finalColor = vec4(0.0);
- float alpha = f_color.a;
- finalColor.rgb += f_color.rgb * 0.2 + u_minimumAlbedo.rgb;
- 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_layer_view_type = 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_minimumAlbedo = [0.1, 0.1, 0.1, 1.0]
- u_shininess = 20.0
- u_starts_color = [1.0, 1.0, 1.0, 1.0]
- u_show_travel_moves = 0
- u_show_helpers = 1
- u_show_skin = 1
- u_show_infill = 1
- u_show_starts = 1
- u_min_feedrate = 0
- u_max_feedrate = 1
- u_min_thickness = 0
- u_max_thickness = 1
- u_last_vertex = [0.0, 0.0, 0.0]
- u_next_vertex = [0.0, 0.0, 0.0]
- u_last_line_ratio = 1.0
- [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_normal = normal
- a_line_dim = line_dim
- a_extruder = extruder
- a_material_color = material_color
- a_prev_line_type = prev_line_type
- a_line_type = line_type
- a_feedrate = feedrate
- a_thickness = thickness
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