Move multiplication from Python to shaders. (Needs the same-named Uranium branch.)

This commit is contained in:
Remco Burema 2019-04-19 16:58:38 +02:00
parent 9daa78a98f
commit ed6db6c9b0
10 changed files with 186 additions and 130 deletions

View file

@ -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 = a_color;
// 8 and 9 are travel moves
@ -76,7 +79,10 @@ 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;
@ -92,7 +98,7 @@ vertex41core =
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
v_color = a_color;
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);
@ -154,7 +160,9 @@ 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

View file

@ -1,10 +1,10 @@
[shaders]
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix;
uniform highp mat4 u_viewMatrix;
uniform highp mat4 u_projectionMatrix;
uniform lowp float u_active_extruder;
uniform lowp float u_max_feedrate;
uniform lowp float u_min_feedrate;
@ -104,7 +104,10 @@ vertex41core =
geometry41core =
#version 410
uniform highp mat4 u_viewProjectionMatrix;
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewMatrix;
uniform highp mat4 u_projectionMatrix;
uniform int u_show_travel_moves;
uniform int u_show_helpers;
uniform int u_show_skin;
@ -136,6 +139,8 @@ geometry41core =
void main()
{
highp mat4 viewProjectionMatrix = u_projectionMatrix * u_viewMatrix;
vec4 g_vertex_delta;
vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
@ -184,64 +189,64 @@ geometry41core =
if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
// Travels: flat plane with pointy ends
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[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();
}
@ -301,9 +306,9 @@ u_min_thickness = 0
u_max_thickness = 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

View file

@ -1,10 +1,10 @@
[shaders]
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix;
uniform highp mat4 u_viewMatrix;
uniform highp mat4 u_projectionMatrix;
uniform lowp float u_active_extruder;
uniform lowp vec4 u_extruder_opacity; // currently only for max 4 extruders, others always visible
@ -58,7 +58,10 @@ vertex41core =
geometry41core =
#version 410
uniform highp mat4 u_viewProjectionMatrix;
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewMatrix;
uniform highp mat4 u_projectionMatrix;
uniform int u_show_travel_moves;
uniform int u_show_helpers;
uniform int u_show_skin;
@ -90,6 +93,8 @@ geometry41core =
void main()
{
highp mat4 viewProjectionMatrix = u_projectionMatrix * u_viewMatrix;
vec4 g_vertex_delta;
vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
@ -138,64 +143,64 @@ geometry41core =
if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
// Travels: flat plane with pointy ends
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[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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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