mirror of
https://github.com/Ultimaker/Cura.git
synced 2025-07-06 22:47:29 -06:00
big tryout
This commit is contained in:
parent
57cec4ec59
commit
3d9bccb7c7
2 changed files with 90 additions and 21 deletions
|
@ -16,6 +16,8 @@ vertex =
|
|||
varying highp vec3 v_vertex;
|
||||
varying highp vec3 v_normal;
|
||||
|
||||
varying highp vec3 v_orig_vertex;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 world_space_vert = u_modelMatrix * a_vertex;
|
||||
|
@ -27,6 +29,8 @@ vertex =
|
|||
|
||||
v_vertex = world_space_vert.xyz;
|
||||
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
|
||||
|
||||
v_orig_vertex = a_vertex.xyz;
|
||||
}
|
||||
|
||||
geometry =
|
||||
|
@ -38,6 +42,7 @@ geometry =
|
|||
in vec4 v_color[];
|
||||
in vec3 v_vertex[];
|
||||
in vec3 v_normal[];
|
||||
in vec3 v_orig_vertex[];
|
||||
|
||||
out vec4 f_color;
|
||||
out vec3 f_normal;
|
||||
|
@ -50,6 +55,12 @@ geometry =
|
|||
vec3 g_normal;
|
||||
vec3 g_offset;
|
||||
|
||||
vec3 g_vertex_delta;
|
||||
vec3 g_vertex_normal;
|
||||
|
||||
float size = 3;
|
||||
|
||||
/*
|
||||
delta = vec4(gl_in[1].gl_Position.xy, 0.0, 0.0) - vec4(gl_in[0].gl_Position.xy, 0.0, 0.0);
|
||||
|
||||
if (length(delta) > 0.1) {
|
||||
|
@ -59,49 +70,71 @@ geometry =
|
|||
g_normal = vec3(delta.y, -delta.x, delta.z);
|
||||
g_offset = vec3(0.0, 0.0, 0.0);
|
||||
}
|
||||
//g_offset = vec3(3.5, 3.5, 0.0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0);
|
||||
g_offset = vec3(3.5, 3.5, 0.0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0);
|
||||
*/
|
||||
//g_normal = normalize(vec3(delta.y, -delta.x, delta.z));
|
||||
|
||||
f_vertex = v_vertex[0];
|
||||
f_normal = v_normal[0];
|
||||
f_color = v_color[0];
|
||||
gl_Position = gl_in[0].gl_Position + g_offset;
|
||||
EmitVertex();
|
||||
g_vertex_delta = v_orig_vertex[1] - v_orig_vertex[0];
|
||||
g_vertex_normal = vec3(g_vertex_delta.z, 0.0, -g_vertex_delta.x);
|
||||
if (length(g_vertex_normal) < 0.1) {
|
||||
g_vertex_normal = vec3(1.0, 0.0, 0.0);
|
||||
} else {
|
||||
g_vertex_normal = normalize(g_vertex_normal);
|
||||
}
|
||||
|
||||
f_vertex = v_vertex[0];
|
||||
f_normal = -v_normal[0];
|
||||
f_color = v_color[0];
|
||||
gl_Position = gl_in[0].gl_Position - g_offset;
|
||||
|
||||
f_normal = g_vertex_normal;
|
||||
gl_Position = gl_in[0].gl_Position + vec4(0.0, size, 0.0, 0.0);
|
||||
EmitVertex();
|
||||
|
||||
f_vertex = v_vertex[1];
|
||||
f_normal = v_normal[1];
|
||||
f_color = v_color[1];
|
||||
gl_Position = gl_in[1].gl_Position + g_offset;
|
||||
f_normal = g_vertex_normal;
|
||||
gl_Position = gl_in[1].gl_Position + vec4(0.0, size, 0.0, 0.0);
|
||||
EmitVertex();
|
||||
|
||||
f_normal = vec3(0.0);
|
||||
gl_Position = gl_in[0].gl_Position + vec4(-size, 0.0, 0.0, 0.0);
|
||||
EmitVertex();
|
||||
|
||||
//f_vertex = v_vertex[1];
|
||||
//f_color = v_color[1];
|
||||
|
||||
|
||||
f_normal = vec3(0.0);
|
||||
gl_Position = gl_in[1].gl_Position + vec4(size, 0.0, 0.0, 0.0);
|
||||
EmitVertex();
|
||||
|
||||
f_normal = -g_vertex_normal;
|
||||
gl_Position = gl_in[0].gl_Position + vec4(0, -size, 0.0, 0.0);
|
||||
EmitVertex();
|
||||
|
||||
f_normal = -g_vertex_normal;
|
||||
gl_Position = gl_in[1].gl_Position + vec4(0.0, -size, 0.0, 0.0);
|
||||
EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
|
||||
/*
|
||||
f_vertex = v_vertex[0];
|
||||
f_normal = -v_normal[0];
|
||||
f_normal = -g_vertex_normal;
|
||||
f_color = v_color[0];
|
||||
gl_Position = gl_in[0].gl_Position - g_offset;
|
||||
EmitVertex();
|
||||
|
||||
f_vertex = v_vertex[1];
|
||||
f_normal = v_normal[0];
|
||||
f_normal = g_vertex_normal;
|
||||
f_color = v_color[1];
|
||||
gl_Position = gl_in[1].gl_Position + g_offset;
|
||||
EmitVertex();
|
||||
|
||||
f_vertex = v_vertex[1];
|
||||
f_normal = -v_normal[0];
|
||||
f_normal = -g_vertex_normal;
|
||||
f_color = v_color[1];
|
||||
gl_Position = gl_in[1].gl_Position - g_offset;
|
||||
EmitVertex();
|
||||
*/
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
}
|
||||
|
||||
|
@ -110,21 +143,38 @@ fragment =
|
|||
varying lowp vec3 f_normal;
|
||||
varying lowp vec3 f_vertex;
|
||||
|
||||
uniform mediump vec4 u_ambientColor;
|
||||
uniform mediump vec4 u_diffuseColor;
|
||||
uniform highp vec3 u_lightPosition;
|
||||
|
||||
void Impostor(in float sphereRadius, in vec3 cameraSpherePos, in vec2 mapping, out vec3 cameraPos, out vec3 cameraNormal)
|
||||
{
|
||||
float lensqr = dot(mapping, mapping);
|
||||
if(lensqr > 1.0)
|
||||
discard;
|
||||
|
||||
cameraNormal = vec3(mapping, sqrt(1.0 - lensqr));
|
||||
cameraPos = (cameraNormal * sphereRadius) + cameraSpherePos;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 cameraPos;
|
||||
vec3 cameraNormal;
|
||||
|
||||
Impostor(0.2, vec3(0.0, 0.0, 0.0), vec2(0.1, 0.0), cameraPos, cameraNormal);
|
||||
|
||||
mediump vec4 finalColor = vec4(0.0);
|
||||
|
||||
finalColor += f_color;
|
||||
finalColor += u_ambientColor;
|
||||
|
||||
highp vec3 normal = normalize(f_normal);
|
||||
//highp vec3 normal = normalize(f_normal);
|
||||
highp vec3 normal = normalize(cameraNormal);
|
||||
highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
|
||||
|
||||
// Diffuse Component
|
||||
highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
|
||||
finalColor += (NdotL * u_diffuseColor);
|
||||
finalColor += (NdotL * f_color);
|
||||
|
||||
finalColor.a = 1.0;
|
||||
gl_FragColor = finalColor;
|
||||
|
@ -136,6 +186,7 @@ fragment =
|
|||
[defaults]
|
||||
u_active_extruder = 0.0
|
||||
u_shade_factor = 0.60
|
||||
u_ambientColor = [0.3, 0.3, 0.3, 0.3]
|
||||
u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
|
||||
|
||||
[bindings]
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue