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https://github.com/Ultimaker/Cura.git
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Move multiplication from Python to shaders. (Needs the same-named Uranium branch.)
This commit is contained in:
parent
9daa78a98f
commit
ed6db6c9b0
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 = a_color;
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// 8 and 9 are travel moves
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@ -76,7 +79,10 @@ 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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@ -92,7 +98,7 @@ 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 = a_color;
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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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@ -154,7 +160,9 @@ 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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@ -1,10 +1,10 @@
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[shaders]
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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_viewProjectionMatrix;
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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_max_feedrate;
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uniform lowp float u_min_feedrate;
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@ -104,7 +104,10 @@ vertex41core =
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geometry41core =
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#version 410
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uniform highp mat4 u_viewProjectionMatrix;
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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 int u_show_travel_moves;
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uniform int u_show_helpers;
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uniform int u_show_skin;
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@ -136,6 +139,8 @@ geometry41core =
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void main()
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{
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highp mat4 viewProjectionMatrix = u_projectionMatrix * u_viewMatrix;
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vec4 g_vertex_delta;
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vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
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vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
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@ -184,64 +189,64 @@ geometry41core =
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if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
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// Travels: flat plane with pointy ends
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head + g_vertex_offset_vert));
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//And reverse so that the line is also visible from the back side.
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
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EndPrimitive();
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} else {
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// All normal lines are rendered as 3d tubes.
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
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EndPrimitive();
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// left side
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
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EndPrimitive();
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
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EndPrimitive();
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// right side
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
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EndPrimitive();
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
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EndPrimitive();
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}
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u_max_thickness = 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_viewProjectionMatrix = view_projection_matrix
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u_viewMatrix = view_matrix
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u_projectionMatrix = projection_matrix
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u_normalMatrix = normal_matrix
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u_lightPosition = light_0_position
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[shaders]
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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_viewProjectionMatrix;
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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 vec4 u_extruder_opacity; // currently only for max 4 extruders, others always visible
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geometry41core =
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#version 410
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uniform highp mat4 u_viewProjectionMatrix;
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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 int u_show_travel_moves;
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uniform int u_show_helpers;
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uniform int u_show_skin;
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void main()
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{
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highp mat4 viewProjectionMatrix = u_projectionMatrix * u_viewMatrix;
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vec4 g_vertex_delta;
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vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
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vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
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if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
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// Travels: flat plane with pointy ends
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head + g_vertex_offset_vert));
|
||||
//And reverse so that the line is also visible from the back side.
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert));
|
||||
|
||||
EndPrimitive();
|
||||
} else {
|
||||
// All normal lines are rendered as 3d tubes.
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
// left side
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
// right side
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
|
||||
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
|
||||
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
|
||||
|
||||
EndPrimitive();
|
||||
}
|
||||
|
@ -246,9 +251,9 @@ u_show_skin = 1
|
|||
u_show_infill = 1
|
||||
|
||||
[bindings]
|
||||
u_modelViewProjectionMatrix = model_view_projection_matrix
|
||||
u_modelMatrix = model_matrix
|
||||
u_viewProjectionMatrix = view_projection_matrix
|
||||
u_viewMatrix = view_matrix
|
||||
u_projectionMatrix = projection_matrix
|
||||
u_normalMatrix = normal_matrix
|
||||
u_lightPosition = light_0_position
|
||||
|
||||
|
|
|
@ -1,6 +1,9 @@
|
|||
[shaders]
|
||||
vertex =
|
||||
uniform highp mat4 u_modelViewProjectionMatrix;
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
uniform lowp float u_active_extruder;
|
||||
uniform lowp float u_shade_factor;
|
||||
uniform highp int u_layer_view_type;
|
||||
|
@ -16,7 +19,7 @@ vertex =
|
|||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_modelViewProjectionMatrix * a_vertex;
|
||||
gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
|
||||
// shade the color depending on the extruder index
|
||||
v_color = vec4(0.4, 0.4, 0.4, 0.9); // default color for not current layer;
|
||||
// 8 and 9 are travel moves
|
||||
|
@ -80,7 +83,10 @@ fragment =
|
|||
|
||||
vertex41core =
|
||||
#version 410
|
||||
uniform highp mat4 u_modelViewProjectionMatrix;
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
uniform lowp float u_active_extruder;
|
||||
uniform lowp float u_shade_factor;
|
||||
uniform highp int u_layer_view_type;
|
||||
|
@ -96,7 +102,7 @@ vertex41core =
|
|||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_modelViewProjectionMatrix * a_vertex;
|
||||
gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
|
||||
v_color = vec4(0.4, 0.4, 0.4, 0.9); // default color for not current layer
|
||||
// if ((a_line_type != 8) && (a_line_type != 9)) {
|
||||
// v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a);
|
||||
|
@ -159,7 +165,9 @@ u_show_skin = 1
|
|||
u_show_infill = 1
|
||||
|
||||
[bindings]
|
||||
u_modelViewProjectionMatrix = model_view_projection_matrix
|
||||
u_modelMatrix = model_matrix
|
||||
u_viewMatrix = view_matrix
|
||||
u_projectionMatrix = projection_matrix
|
||||
|
||||
[attributes]
|
||||
a_vertex = vertex
|
||||
|
|
|
@ -1,12 +1,14 @@
|
|||
[shaders]
|
||||
vertex =
|
||||
uniform highp mat4 u_modelViewProjectionMatrix;
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
attribute highp vec4 a_vertex;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_modelViewProjectionMatrix * a_vertex;
|
||||
gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
|
||||
}
|
||||
|
||||
fragment =
|
||||
|
@ -19,13 +21,15 @@ fragment =
|
|||
|
||||
vertex41core =
|
||||
#version 410
|
||||
uniform highp mat4 u_modelViewProjectionMatrix;
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
in highp vec4 a_vertex;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_modelViewProjectionMatrix * a_vertex;
|
||||
gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
|
||||
}
|
||||
|
||||
fragment41core =
|
||||
|
@ -43,7 +47,9 @@ fragment41core =
|
|||
u_color = [0.02, 0.02, 0.02, 1.0]
|
||||
|
||||
[bindings]
|
||||
u_modelViewProjectionMatrix = model_view_projection_matrix
|
||||
u_modelMatrix = model_matrix
|
||||
u_viewMatrix = view_matrix
|
||||
u_projectionMatrix = projection_matrix
|
||||
|
||||
[attributes]
|
||||
a_vertex = vertex
|
||||
|
|
|
@ -1,7 +1,8 @@
|
|||
[shaders]
|
||||
vertex =
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewProjectionMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
attribute highp vec4 a_vertex;
|
||||
|
||||
|
@ -10,7 +11,7 @@ vertex =
|
|||
void main()
|
||||
{
|
||||
vec4 world_space_vert = u_modelMatrix * a_vertex;
|
||||
gl_Position = u_viewProjectionMatrix * world_space_vert;
|
||||
gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
|
||||
|
||||
v_vertex = world_space_vert.xyz;
|
||||
}
|
||||
|
@ -36,7 +37,8 @@ fragment =
|
|||
vertex41core =
|
||||
#version 410
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewProjectionMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
in highp vec4 a_vertex;
|
||||
|
||||
|
@ -45,7 +47,7 @@ vertex41core =
|
|||
void main()
|
||||
{
|
||||
vec4 world_space_vert = u_modelMatrix * a_vertex;
|
||||
gl_Position = u_viewProjectionMatrix * world_space_vert;
|
||||
gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
|
||||
|
||||
v_vertex = world_space_vert.xyz;
|
||||
}
|
||||
|
@ -75,7 +77,8 @@ fragment41core =
|
|||
|
||||
[bindings]
|
||||
u_modelMatrix = model_matrix
|
||||
u_viewProjectionMatrix = view_projection_matrix
|
||||
u_viewMatrix = view_matrix
|
||||
u_projectionMatrix = projection_matrix
|
||||
u_normalMatrix = normal_matrix
|
||||
u_viewPosition = view_position
|
||||
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
[shaders]
|
||||
vertex =
|
||||
uniform highp mat4 u_modelViewProjectionMatrix;
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
attribute highp vec4 a_vertex;
|
||||
attribute lowp vec2 a_uvs;
|
||||
|
@ -9,7 +11,7 @@ vertex =
|
|||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_modelViewProjectionMatrix * a_vertex;
|
||||
gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
|
||||
v_uvs = a_uvs;
|
||||
}
|
||||
|
||||
|
@ -47,7 +49,9 @@ fragment =
|
|||
|
||||
vertex41core =
|
||||
#version 410
|
||||
uniform highp mat4 u_modelViewProjectionMatrix;
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
in highp vec4 a_vertex;
|
||||
in lowp vec2 a_uvs;
|
||||
|
@ -56,7 +60,7 @@ vertex41core =
|
|||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_modelViewProjectionMatrix * a_vertex;
|
||||
gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
|
||||
v_uvs = a_uvs;
|
||||
}
|
||||
|
||||
|
@ -92,7 +96,9 @@ u_gridColor0 = [0.96, 0.96, 0.96, 1.0]
|
|||
u_gridColor1 = [0.8, 0.8, 0.8, 1.0]
|
||||
|
||||
[bindings]
|
||||
u_modelViewProjectionMatrix = model_view_projection_matrix
|
||||
u_modelMatrix = model_matrix
|
||||
u_viewMatrix = view_matrix
|
||||
u_projectionMatrix = projection_matrix
|
||||
|
||||
[attributes]
|
||||
a_vertex = vertex
|
||||
|
|
|
@ -1,7 +1,9 @@
|
|||
[shaders]
|
||||
vertex =
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewProjectionMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
uniform highp mat4 u_normalMatrix;
|
||||
|
||||
attribute highp vec4 a_vertex;
|
||||
|
@ -14,7 +16,7 @@ vertex =
|
|||
void main()
|
||||
{
|
||||
vec4 world_space_vert = u_modelMatrix * a_vertex;
|
||||
gl_Position = u_viewProjectionMatrix * world_space_vert;
|
||||
gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
|
||||
|
||||
f_vertex = world_space_vert.xyz;
|
||||
f_normal = (u_normalMatrix * normalize(a_normal)).xyz;
|
||||
|
@ -65,7 +67,9 @@ fragment =
|
|||
vertex41core =
|
||||
#version 410
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewProjectionMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
uniform highp mat4 u_normalMatrix;
|
||||
|
||||
in highp vec4 a_vertex;
|
||||
|
@ -78,7 +82,7 @@ vertex41core =
|
|||
void main()
|
||||
{
|
||||
vec4 world_space_vert = u_modelMatrix * a_vertex;
|
||||
gl_Position = u_viewProjectionMatrix * world_space_vert;
|
||||
gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
|
||||
|
||||
f_vertex = world_space_vert.xyz;
|
||||
f_normal = (u_normalMatrix * normalize(a_normal)).xyz;
|
||||
|
@ -138,7 +142,8 @@ u_shininess = 20.0
|
|||
|
||||
[bindings]
|
||||
u_modelMatrix = model_matrix
|
||||
u_viewProjectionMatrix = view_projection_matrix
|
||||
u_viewMatrix = view_matrix
|
||||
u_projectionMatrix = projection_matrix
|
||||
u_normalMatrix = normal_matrix
|
||||
u_viewPosition = view_position
|
||||
u_lightPosition = light_0_position
|
||||
|
|
|
@ -1,7 +1,9 @@
|
|||
[shaders]
|
||||
vertex =
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewProjectionMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
uniform highp mat4 u_normalMatrix;
|
||||
|
||||
attribute highp vec4 a_vertex;
|
||||
|
@ -15,7 +17,7 @@ vertex =
|
|||
void main()
|
||||
{
|
||||
vec4 world_space_vert = u_modelMatrix * a_vertex;
|
||||
gl_Position = u_viewProjectionMatrix * world_space_vert;
|
||||
gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
|
||||
|
||||
v_position = gl_Position.xyz;
|
||||
v_vertex = world_space_vert.xyz;
|
||||
|
@ -69,7 +71,9 @@ fragment =
|
|||
vertex41core =
|
||||
#version 410
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewProjectionMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
uniform highp mat4 u_normalMatrix;
|
||||
|
||||
in highp vec4 a_vertex;
|
||||
|
@ -83,7 +87,7 @@ vertex41core =
|
|||
void main()
|
||||
{
|
||||
vec4 world_space_vert = u_modelMatrix * a_vertex;
|
||||
gl_Position = u_viewProjectionMatrix * world_space_vert;
|
||||
gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
|
||||
|
||||
v_position = gl_Position.xyz;
|
||||
v_vertex = world_space_vert.xyz;
|
||||
|
@ -148,7 +152,8 @@ u_vertical_stripes = 0
|
|||
|
||||
[bindings]
|
||||
u_modelMatrix = model_matrix
|
||||
u_viewProjectionMatrix = view_projection_matrix
|
||||
u_viewMatrix = view_matrix
|
||||
u_projectionMatrix = projection_matrix
|
||||
u_normalMatrix = normal_matrix
|
||||
u_viewPosition = view_position
|
||||
u_lightPosition = light_0_position
|
||||
|
|
|
@ -1,7 +1,9 @@
|
|||
[shaders]
|
||||
vertex =
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewProjectionMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
uniform highp mat4 u_normalMatrix;
|
||||
|
||||
attribute highp vec4 a_vertex;
|
||||
|
@ -14,7 +16,7 @@ vertex =
|
|||
void main()
|
||||
{
|
||||
vec4 world_space_vert = u_modelMatrix * a_vertex;
|
||||
gl_Position = u_viewProjectionMatrix * world_space_vert;
|
||||
gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
|
||||
|
||||
v_vertex = world_space_vert.xyz;
|
||||
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
|
||||
|
@ -51,7 +53,9 @@ fragment =
|
|||
vertex41core =
|
||||
#version 410
|
||||
uniform highp mat4 u_modelMatrix;
|
||||
uniform highp mat4 u_viewProjectionMatrix;
|
||||
uniform highp mat4 u_viewMatrix;
|
||||
uniform highp mat4 u_projectionMatrix;
|
||||
|
||||
uniform highp mat4 u_normalMatrix;
|
||||
|
||||
in highp vec4 a_vertex;
|
||||
|
@ -64,7 +68,7 @@ vertex41core =
|
|||
void main()
|
||||
{
|
||||
vec4 world_space_vert = u_modelMatrix * a_vertex;
|
||||
gl_Position = u_viewProjectionMatrix * world_space_vert;
|
||||
gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
|
||||
|
||||
v_vertex = world_space_vert.xyz;
|
||||
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
|
||||
|
@ -108,7 +112,8 @@ u_opacity = 0.5
|
|||
|
||||
[bindings]
|
||||
u_modelMatrix = model_matrix
|
||||
u_viewProjectionMatrix = view_projection_matrix
|
||||
u_viewMatrix = view_matrix
|
||||
u_projectionMatrix = projection_matrix
|
||||
u_normalMatrix = normal_matrix
|
||||
u_lightPosition = light_0_position
|
||||
u_diffuseColor = diffuse_color
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue