Replace warning image with triadic colors.

part of CURA-7262
This commit is contained in:
Remco Burema 2020-04-07 12:06:13 +02:00
parent 60bd676b44
commit b59d38e6c9
No known key found for this signature in database
GPG key ID: 215C49431D43F98C
2 changed files with 37 additions and 6 deletions

View file

@ -38,9 +38,13 @@ fragment =
varying highp vec3 f_vertex; varying highp vec3 f_vertex;
varying highp vec3 f_normal; varying highp vec3 f_normal;
float round(float f)
{
return sign(f) * floor(abs(f) + 0.5);
}
void main() void main()
{ {
mediump vec4 finalColor = vec4(0.0); mediump vec4 finalColor = vec4(0.0);
// Ambient Component // Ambient Component
@ -62,8 +66,10 @@ fragment =
finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor; finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
vec3 grid = vec3(f_vertex.x - round(f_vertex.x), f_vertex.y - round(f_vertex.y), f_vertex.z - round(f_vertex.z));
finalColor.a = dot(grid, grid) < 0.245 ? 0.667 : 1.0;
gl_FragColor = finalColor; gl_FragColor = finalColor;
gl_FragColor.a = 1.0;
} }
vertex41core = vertex41core =
@ -111,7 +117,6 @@ fragment41core =
void main() void main()
{ {
mediump vec4 finalColor = vec4(0.0); mediump vec4 finalColor = vec4(0.0);
// Ambient Component // Ambient Component
@ -134,7 +139,9 @@ fragment41core =
finalColor = (u_faceId != gl_PrimitiveID) ? ((-normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor; finalColor = (u_faceId != gl_PrimitiveID) ? ((-normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor;
frag_color = finalColor; frag_color = finalColor;
frag_color.a = 1.0;
vec3 grid = f_vertex - round(f_vertex);
frag_color.a = dot(grid, grid) < 0.245 ? 0.667 : 1.0;
} }
[defaults] [defaults]

View file

@ -41,6 +41,13 @@ fragment =
float kernel[9]; float kernel[9];
vec3 shiftHue(vec3 color, float hue)
{
const vec3 k = vec3(0.57735, 0.57735, 0.57735);
float cosAngle = cos(hue);
return vec3(color * cosAngle + cross(k, color) * sin(hue) + k * dot(k, color) * (1.0 - cosAngle));
}
void main() void main()
{ {
kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0; kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
@ -50,13 +57,18 @@ fragment =
vec4 result = u_background_color; vec4 result = u_background_color;
vec4 layer0 = texture2D(u_layer0, v_uvs); vec4 layer0 = texture2D(u_layer0, v_uvs);
float hue_shift = (layer0.a - 0.333) * 6.2831853;
if (layer0.a > 0.5)
{
layer0.a = 1.0;
}
result = mix(result, layer0, layer0.a); result = mix(result, layer0, layer0.a);
float intersection_count = texture2D(u_layer2, v_uvs).r * 51.0; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models) float intersection_count = texture2D(u_layer2, v_uvs).r * 51.0; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
float rest = mod(intersection_count + .01, 2.0); float rest = mod(intersection_count + .01, 2.0);
if (rest > 1.0 && rest < 1.5 && intersection_count < 49.0) if (rest > 1.0 && rest < 1.5 && intersection_count < 49.0)
{ {
result = mix(result, texture2D(u_xray_error, v_uvs * u_xray_error_scale), u_xray_error_strength); result = vec4(shiftHue(layer0.rgb, hue_shift), result.a);
} }
vec4 sum = vec4(0.0); vec4 sum = vec4(0.0);
@ -117,6 +129,13 @@ fragment41core =
float kernel[9]; float kernel[9];
vec3 shiftHue(vec3 color, float hue)
{
const vec3 k = vec3(0.57735, 0.57735, 0.57735);
float cosAngle = cos(hue);
return vec3(color * cosAngle + cross(k, color) * sin(hue) + k * dot(k, color) * (1.0 - cosAngle));
}
void main() void main()
{ {
kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0; kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
@ -126,13 +145,18 @@ fragment41core =
vec4 result = u_background_color; vec4 result = u_background_color;
vec4 layer0 = texture(u_layer0, v_uvs); vec4 layer0 = texture(u_layer0, v_uvs);
float hue_shift = (layer0.a - 0.333) * 6.2831853;
if (layer0.a > 0.5)
{
layer0.a = 1.0;
}
result = mix(result, layer0, layer0.a); result = mix(result, layer0, layer0.a);
float intersection_count = texture(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models) float intersection_count = texture(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
float rest = mod(intersection_count + .01, 2.0); float rest = mod(intersection_count + .01, 2.0);
if (rest > 1.0 && rest < 1.5 && intersection_count < 49) if (rest > 1.0 && rest < 1.5 && intersection_count < 49)
{ {
result = mix(result, texture(u_xray_error, v_uvs * u_xray_error_scale), u_xray_error_strength); result = vec4(shiftHue(layer0.rgb, hue_shift), result.a);
} }
vec4 sum = vec4(0.0); vec4 sum = vec4(0.0);