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https://github.com/Ultimaker/Cura.git
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use tiled image for xray error instead of a uniform color
temporarily use the cura logo as placeholder image didn't correctly determine window size yet
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82b2f23689
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2 changed files with 23 additions and 30 deletions
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@ -23,15 +23,15 @@ fragment =
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uniform sampler2D u_layer0; //Default pass.
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uniform sampler2D u_layer1; //Selection pass.
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uniform sampler2D u_layer2; //X-ray pass.
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uniform sampler2D u_xray_error; //X-ray error image.
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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_xray_error_dark;
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uniform vec4 u_xray_error_light;
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uniform vec4 u_background_color;
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uniform float u_xray_error_strength;
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uniform vec2 u_xray_error_img_scaling;
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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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@ -62,16 +62,7 @@ fragment =
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float intersection_count = texture2D(u_layer2, v_uvs).r * 255.0;
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if(mod(intersection_count, 2.0) >= 1.0)
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{
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float lightness = (result.r + result.g + result.b) / 3.0;
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//if ( (mod((v_uvs.x / u_offset[8].x - v_uvs.y / u_offset[8].y) * 0.1, 2.0) >= 1.0) == (mod((v_uvs.x / u_offset[8].x + v_uvs.y / u_offset[8].y) * 0.1, 2.0) >= 1.0) ) // diamond pattern
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if (lightness > 0.5)
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{
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * u_xray_error_dark;
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}
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else
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{
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * u_xray_error_light;
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}
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * texture(u_xray_error, v_uvs * u_xray_error_img_scaling);
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}
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vec4 sum = vec4(0.0);
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@ -113,15 +104,15 @@ fragment41core =
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uniform sampler2D u_layer0; //Default pass.
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uniform sampler2D u_layer1; //Selection pass.
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uniform sampler2D u_layer2; //X-ray pass.
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uniform sampler2D u_xray_error; //X-ray error image.
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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_xray_error_dark;
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uniform vec4 u_xray_error_light;
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uniform vec4 u_background_color;
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uniform float u_xray_error_strength;
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uniform vec2 u_xray_error_img_scaling;
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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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@ -153,16 +144,7 @@ fragment41core =
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float intersection_count = texture(u_layer2, v_uvs).r * 255.0;
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if(mod(intersection_count, 2.0) >= 1.0)
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{
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float lightness = (result.r + result.g + result.b) / 3.0;
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//if ( (mod((v_uvs.x / u_offset[8].x - v_uvs.y / u_offset[8].y) * 0.1, 2.0) >= 1.0) == (mod((v_uvs.x / u_offset[8].x + v_uvs.y / u_offset[8].y) * 0.1, 2.0) >= 1.0) ) // diamond pattern
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if (lightness > 0.5)
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{
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * u_xray_error_dark;
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}
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else
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{
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * u_xray_error_light;
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}
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * texture(u_xray_error, v_uvs * u_xray_error_img_scaling);
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}
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vec4 sum = vec4(0.0);
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@ -189,13 +171,12 @@ fragment41core =
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u_layer0 = 0
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u_layer1 = 1
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u_layer2 = 2
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u_xray_error = 3
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u_background_color = [0.965, 0.965, 0.965, 1.0]
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u_outline_strength = 1.0
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u_outline_color = [0.05, 0.66, 0.89, 1.0]
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u_error_color = [0.0, 0.0, 0.0, 1.0]
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u_xray_error_dark = [1.0, 0.0, 0.0, 1.0]
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u_xray_error_light = [1.0, 1.0, 0.0, 1.0]
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u_xray_error_strength = 0.4
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u_xray_error_img_scaling = [1.0,1.0]
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[bindings]
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