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- #version 110
- const vec3 ZERO = vec3(0.0, 0.0, 0.0);
- const vec3 GREEN = vec3(0.0, 0.7, 0.0);
- const vec3 YELLOW = vec3(0.5, 0.7, 0.0);
- const vec3 RED = vec3(0.7, 0.0, 0.0);
- const float EPSILON = 0.0001;
- struct SlopeDetection
- {
- bool actived;
- float normal_z;
- mat3 volume_world_normal_matrix;
- };
- uniform vec4 uniform_color;
- uniform SlopeDetection slope;
- uniform sampler2D environment_tex;
- uniform bool use_environment_tex;
- varying vec3 clipping_planes_dots;
- // x = tainted, y = specular;
- varying vec2 intensity;
- varying vec3 delta_box_min;
- varying vec3 delta_box_max;
- varying float world_normal_z;
- varying vec3 eye_normal;
- vec3 slope_color()
- {
- return (world_normal_z > slope.normal_z - EPSILON) ? GREEN : RED;
- }
- void main()
- {
- if (any(lessThan(clipping_planes_dots, ZERO)))
- discard;
- vec3 color = slope.actived ? slope_color() : uniform_color.rgb;
- // if the fragment is outside the print volume -> use darker color
- color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
- if (use_environment_tex)
- gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, uniform_color.a);
- else
- gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, uniform_color.a);
- }
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