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Finishing up opengl 4.1 core profile things, it all works. CURA-3273
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4659d8616e
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4 changed files with 157 additions and 16 deletions
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@ -14,6 +14,7 @@ from UM.View.GL.OpenGL import OpenGL
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from cura.Settings.ExtruderManager import ExtruderManager
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from cura.Settings.ExtruderManager import ExtruderManager
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import os.path
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import os.path
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## RenderPass used to display g-code paths.
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## RenderPass used to display g-code paths.
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@ -4,7 +4,6 @@ vertex =
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uniform lowp float u_active_extruder;
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uniform lowp float u_active_extruder;
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uniform lowp float u_shade_factor;
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uniform lowp float u_shade_factor;
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uniform highp int u_layer_view_type;
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uniform highp int u_layer_view_type;
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uniform highp int u_only_color_active_extruder;
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attribute highp int a_extruder;
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attribute highp int a_extruder;
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attribute highp int a_line_type;
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attribute highp int a_line_type;
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@ -19,10 +18,7 @@ vertex =
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{
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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v_color = a_color;
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v_color = a_color;
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if ((u_only_color_active_extruder == 1) && (a_line_type != 8) && (a_line_type != 9)) {
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if ((a_line_type != 8) && (a_line_type != 9)) {
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v_color = (a_extruder == u_active_extruder) ? v_color : vec4(0.4, 0.4, 0.4, v_color.a);
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}
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if ((u_only_color_active_extruder == 0) && (a_line_type != 8) && (a_line_type != 9)) {
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v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a);
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v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a);
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}
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}
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@ -30,8 +26,10 @@ vertex =
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}
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}
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fragment =
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fragment =
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varying lowp vec4 v_color;
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in lowp vec4 v_color;
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varying float v_line_type;
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in float v_line_type;
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out vec4 frag_color;
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uniform int u_show_travel_moves;
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uniform int u_show_travel_moves;
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uniform int u_show_support;
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uniform int u_show_support;
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@ -70,14 +68,86 @@ fragment =
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discard;
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discard;
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}
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}
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gl_FragColor = v_color;
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frag_color = v_color;
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelViewProjectionMatrix;
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uniform lowp float u_active_extruder;
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uniform lowp float u_shade_factor;
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uniform highp int u_layer_view_type;
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in highp int a_extruder;
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in highp int a_line_type;
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in highp vec4 a_vertex;
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in lowp vec4 a_color;
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in lowp vec4 a_material_color;
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out lowp vec4 v_color;
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out float v_line_type;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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v_color = a_color;
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if ((a_line_type != 8) && (a_line_type != 9)) {
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v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a);
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}
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v_line_type = a_line_type;
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}
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fragment41core =
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#version 410
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in lowp vec4 v_color;
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in float v_line_type;
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out vec4 frag_color;
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uniform int u_show_travel_moves;
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uniform int u_show_support;
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uniform int u_show_adhesion;
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uniform int u_show_skin;
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uniform int u_show_infill;
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void main()
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{
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if ((u_show_travel_moves == 0) && (v_line_type >= 7.5) && (v_line_type <= 9.5)) { // actually, 8 and 9
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// discard movements
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discard;
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}
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// support: 4, 7, 10
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if ((u_show_support == 0) && (
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((v_line_type >= 3.5) && (v_line_type <= 4.5)) ||
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((v_line_type >= 6.5) && (v_line_type <= 7.5)) ||
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((v_line_type >= 9.5) && (v_line_type <= 10.5))
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)) {
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discard;
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}
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// skin: 1, 2, 3
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if ((u_show_skin == 0) && (
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(v_line_type >= 0.5) && (v_line_type <= 3.5)
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)) {
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discard;
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}
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// adhesion:
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if ((u_show_adhesion == 0) && (v_line_type >= 4.5) && (v_line_type <= 5.5)) {
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// discard movements
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discard;
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}
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// infill:
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if ((u_show_infill == 0) && (v_line_type >= 5.5) && (v_line_type <= 6.5)) {
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// discard movements
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discard;
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}
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frag_color = v_color;
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}
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}
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[defaults]
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[defaults]
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u_active_extruder = 0.0
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u_active_extruder = 0.0
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u_shade_factor = 0.60
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u_shade_factor = 0.60
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u_layer_view_type = 0
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u_layer_view_type = 0
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u_only_color_active_extruder = 1
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u_extruder_opacity = [1.0, 1.0, 1.0, 1.0]
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u_extruder_opacity = [1.0, 1.0, 1.0, 1.0]
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u_show_travel_moves = 0
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u_show_travel_moves = 0
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@ -1,6 +1,8 @@
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[shaders]
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[shaders]
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vertex41core =
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vertex41core =
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#version 410
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#version 410
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uniform highp mat4 u_modelViewProjectionMatrix;
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewProjectionMatrix;
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uniform highp mat4 u_viewProjectionMatrix;
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uniform lowp float u_active_extruder;
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uniform lowp float u_active_extruder;
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@ -29,7 +31,6 @@ vertex41core =
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out lowp vec4 f_color;
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out lowp vec4 f_color;
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out highp vec3 f_vertex;
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out highp vec3 f_vertex;
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out highp vec3 f_normal;
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out highp vec3 f_normal;
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out highp int f_extruder;
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void main()
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void main()
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{
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{
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@ -37,6 +38,7 @@ vertex41core =
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v1_vertex.y -= a_line_dim.y / 2; // half layer down
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v1_vertex.y -= a_line_dim.y / 2; // half layer down
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vec4 world_space_vert = u_modelMatrix * v1_vertex;
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vec4 world_space_vert = u_modelMatrix * v1_vertex;
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//gl_Position = u_modelViewProjectionMatrix * a_vertex; //world_space_vert;
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gl_Position = world_space_vert;
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gl_Position = world_space_vert;
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// shade the color depending on the extruder index stored in the alpha component of the color
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// shade the color depending on the extruder index stored in the alpha component of the color
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@ -56,10 +58,10 @@ vertex41core =
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v_line_type = a_line_type;
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v_line_type = a_line_type;
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v_extruder_opacity = u_extruder_opacity;
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v_extruder_opacity = u_extruder_opacity;
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// for testing and backwards compatibility without geometry shader
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// for testing without geometry shader
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/*f_color = v_color;
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f_color = v_color;
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f_vertex = v_vertex;
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f_vertex = v_vertex;
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f_normal = v_normal;*/
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f_normal = v_normal;
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}
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}
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geometry41core =
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geometry41core =
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@ -86,7 +88,6 @@ geometry41core =
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out vec4 f_color;
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out vec4 f_color;
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out vec3 f_normal;
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out vec3 f_normal;
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out vec3 f_vertex;
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out vec3 f_vertex;
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out uint f_extruder;
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void main()
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void main()
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{
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{
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size_y = v_line_dim[0].y / 2 + 0.01;
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size_y = v_line_dim[0].y / 2 + 0.01;
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}
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}
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f_extruder = v_extruder[0];
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g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
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g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
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g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z));
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g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z));
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g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0);
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g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0);
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}
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}
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}
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelViewProjectionMatrix;
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in highp vec4 a_vertex;
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in highp vec2 a_uvs;
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out highp vec2 v_uvs;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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v_uvs = a_uvs;
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}
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fragment41core =
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#version 410
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uniform sampler2D u_layer0;
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uniform sampler2D u_layer1;
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uniform sampler2D u_layer2;
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uniform vec2 u_offset[9];
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uniform float u_outline_strength;
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uniform vec4 u_outline_color;
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uniform vec4 u_error_color;
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uniform vec4 u_background_color;
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const vec3 x_axis = vec3(1.0, 0.0, 0.0);
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const vec3 y_axis = vec3(0.0, 1.0, 0.0);
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const vec3 z_axis = vec3(0.0, 0.0, 1.0);
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in vec2 v_uvs;
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out vec4 frag_color;
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float kernel[9];
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void main()
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{
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kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
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kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
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kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
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vec4 result = u_background_color;
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vec4 layer0 = texture(u_layer0, v_uvs);
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result = layer0 * layer0.a + result * (1.0 - layer0.a);
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float intersection_count = (texture(u_layer2, v_uvs).r * 255.0) / 5.0;
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if(mod(intersection_count, 2.0) == 1.0)
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{
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result = u_error_color;
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}
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vec4 sum = vec4(0.0);
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for (int i = 0; i < 9; i++)
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{
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vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a);
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sum += color * (kernel[i] / u_outline_strength);
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}
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vec4 layer1 = texture(u_layer1, v_uvs);
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if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
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{
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frag_color = result;
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}
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else
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{
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frag_color = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
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}
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}
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[defaults]
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[defaults]
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u_layer0 = 0
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u_layer0 = 0
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u_layer1 = 1
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u_layer1 = 1
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