mirror of
https://github.com/Ultimaker/Cura.git
synced 2025-07-06 14:37:29 -06:00
Finishing up opengl 4.1 core profile things, it all works. CURA-3273
This commit is contained in:
parent
4659d8616e
commit
0889722350
4 changed files with 157 additions and 16 deletions
|
@ -67,6 +67,77 @@ fragment =
|
|||
}
|
||||
}
|
||||
|
||||
vertex41core =
|
||||
#version 410
|
||||
uniform highp mat4 u_modelViewProjectionMatrix;
|
||||
in highp vec4 a_vertex;
|
||||
in highp vec2 a_uvs;
|
||||
|
||||
out highp vec2 v_uvs;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_modelViewProjectionMatrix * a_vertex;
|
||||
v_uvs = a_uvs;
|
||||
}
|
||||
|
||||
fragment41core =
|
||||
#version 410
|
||||
uniform sampler2D u_layer0;
|
||||
uniform sampler2D u_layer1;
|
||||
uniform sampler2D u_layer2;
|
||||
|
||||
uniform vec2 u_offset[9];
|
||||
|
||||
uniform float u_outline_strength;
|
||||
uniform vec4 u_outline_color;
|
||||
uniform vec4 u_error_color;
|
||||
uniform vec4 u_background_color;
|
||||
|
||||
const vec3 x_axis = vec3(1.0, 0.0, 0.0);
|
||||
const vec3 y_axis = vec3(0.0, 1.0, 0.0);
|
||||
const vec3 z_axis = vec3(0.0, 0.0, 1.0);
|
||||
|
||||
in vec2 v_uvs;
|
||||
out vec4 frag_color;
|
||||
|
||||
float kernel[9];
|
||||
|
||||
void main()
|
||||
{
|
||||
kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
|
||||
kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
|
||||
kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
|
||||
|
||||
vec4 result = u_background_color;
|
||||
vec4 layer0 = texture(u_layer0, v_uvs);
|
||||
|
||||
result = layer0 * layer0.a + result * (1.0 - layer0.a);
|
||||
|
||||
float intersection_count = (texture(u_layer2, v_uvs).r * 255.0) / 5.0;
|
||||
if(mod(intersection_count, 2.0) == 1.0)
|
||||
{
|
||||
result = u_error_color;
|
||||
}
|
||||
|
||||
vec4 sum = vec4(0.0);
|
||||
for (int i = 0; i < 9; i++)
|
||||
{
|
||||
vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a);
|
||||
sum += color * (kernel[i] / u_outline_strength);
|
||||
}
|
||||
|
||||
vec4 layer1 = texture(u_layer1, v_uvs);
|
||||
if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
|
||||
{
|
||||
frag_color = result;
|
||||
}
|
||||
else
|
||||
{
|
||||
frag_color = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
|
||||
}
|
||||
}
|
||||
|
||||
[defaults]
|
||||
u_layer0 = 0
|
||||
u_layer1 = 1
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue