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Move multiplication from Python to shaders. (Needs the same-named Uranium branch.)
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10 changed files with 186 additions and 130 deletions
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@ -1,6 +1,9 @@
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[shaders]
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vertex =
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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_viewMatrix;
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uniform highp mat4 u_projectionMatrix;
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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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@ -16,7 +19,7 @@ vertex =
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
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// shade the color depending on the extruder index
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v_color = vec4(0.4, 0.4, 0.4, 0.9); // default color for not current layer;
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// 8 and 9 are travel moves
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@ -80,7 +83,10 @@ fragment =
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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 highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewMatrix;
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uniform highp mat4 u_projectionMatrix;
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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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@ -96,7 +102,7 @@ vertex41core =
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * a_vertex;
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gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
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v_color = vec4(0.4, 0.4, 0.4, 0.9); // default color for not current layer
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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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@ -159,7 +165,9 @@ u_show_skin = 1
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u_show_infill = 1
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[bindings]
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u_modelViewProjectionMatrix = model_view_projection_matrix
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u_modelMatrix = model_matrix
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u_viewMatrix = view_matrix
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u_projectionMatrix = projection_matrix
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[attributes]
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a_vertex = vertex
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