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https://github.com/Ultimaker/Cura.git
synced 2025-07-23 22:54:01 -06:00
Replace warning image with triadic colors.
part of CURA-7262
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parent
60bd676b44
commit
b59d38e6c9
2 changed files with 37 additions and 6 deletions
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@ -38,9 +38,13 @@ fragment =
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varying highp vec3 f_vertex;
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varying highp vec3 f_normal;
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float round(float f)
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{
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return sign(f) * floor(abs(f) + 0.5);
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}
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void main()
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{
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mediump vec4 finalColor = vec4(0.0);
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// Ambient Component
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@ -62,8 +66,10 @@ fragment =
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finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
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vec3 grid = vec3(f_vertex.x - round(f_vertex.x), f_vertex.y - round(f_vertex.y), f_vertex.z - round(f_vertex.z));
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finalColor.a = dot(grid, grid) < 0.245 ? 0.667 : 1.0;
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gl_FragColor = finalColor;
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gl_FragColor.a = 1.0;
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}
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vertex41core =
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@ -111,7 +117,6 @@ fragment41core =
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void main()
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{
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mediump vec4 finalColor = vec4(0.0);
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// Ambient Component
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@ -134,7 +139,9 @@ fragment41core =
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finalColor = (u_faceId != gl_PrimitiveID) ? ((-normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor;
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frag_color = finalColor;
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frag_color.a = 1.0;
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vec3 grid = f_vertex - round(f_vertex);
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frag_color.a = dot(grid, grid) < 0.245 ? 0.667 : 1.0;
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}
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[defaults]
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@ -41,6 +41,13 @@ fragment =
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float kernel[9];
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vec3 shiftHue(vec3 color, float hue)
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{
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const vec3 k = vec3(0.57735, 0.57735, 0.57735);
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float cosAngle = cos(hue);
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return vec3(color * cosAngle + cross(k, color) * sin(hue) + k * dot(k, color) * (1.0 - cosAngle));
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}
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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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@ -50,13 +57,18 @@ fragment =
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vec4 result = u_background_color;
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vec4 layer0 = texture2D(u_layer0, v_uvs);
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float hue_shift = (layer0.a - 0.333) * 6.2831853;
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if (layer0.a > 0.5)
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{
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layer0.a = 1.0;
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}
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result = mix(result, layer0, layer0.a);
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float intersection_count = texture2D(u_layer2, v_uvs).r * 51.0; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float rest = mod(intersection_count + .01, 2.0);
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if (rest > 1.0 && rest < 1.5 && intersection_count < 49.0)
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{
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result = mix(result, texture2D(u_xray_error, v_uvs * u_xray_error_scale), u_xray_error_strength);
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result = vec4(shiftHue(layer0.rgb, hue_shift), result.a);
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}
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vec4 sum = vec4(0.0);
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@ -117,6 +129,13 @@ fragment41core =
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float kernel[9];
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vec3 shiftHue(vec3 color, float hue)
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{
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const vec3 k = vec3(0.57735, 0.57735, 0.57735);
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float cosAngle = cos(hue);
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return vec3(color * cosAngle + cross(k, color) * sin(hue) + k * dot(k, color) * (1.0 - cosAngle));
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}
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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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@ -126,13 +145,18 @@ fragment41core =
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vec4 result = u_background_color;
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vec4 layer0 = texture(u_layer0, v_uvs);
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float hue_shift = (layer0.a - 0.333) * 6.2831853;
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if (layer0.a > 0.5)
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{
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layer0.a = 1.0;
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}
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result = mix(result, layer0, layer0.a);
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float intersection_count = texture(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float rest = mod(intersection_count + .01, 2.0);
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if (rest > 1.0 && rest < 1.5 && intersection_count < 49)
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{
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result = mix(result, texture(u_xray_error, v_uvs * u_xray_error_scale), u_xray_error_strength);
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result = vec4(shiftHue(layer0.rgb, hue_shift), result.a);
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}
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vec4 sum = vec4(0.0);
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