[shaders] vertex41core = #version 410 uniform highp mat4 u_modelMatrix; uniform highp mat4 u_viewMatrix; uniform highp mat4 u_projectionMatrix; uniform lowp float u_active_extruder; uniform lowp mat4 u_extruder_opacity; // currently only for max 16 extruders, others always visible uniform highp mat4 u_normalMatrix; in highp vec4 a_vertex; in lowp vec4 a_color; in lowp vec4 a_grayColor; in lowp vec4 a_material_color; in highp vec4 a_normal; in highp vec2 a_line_dim; // line width and thickness in highp float a_extruder; in highp float a_line_type; out lowp vec4 v_color; out highp vec3 v_vertex; out highp vec3 v_normal; out lowp vec2 v_line_dim; out highp int v_extruder; out highp mat4 v_extruder_opacity; out float v_line_type; out lowp vec4 f_color; out highp vec3 f_vertex; out highp vec3 f_normal; void main() { vec4 v1_vertex = a_vertex; v1_vertex.y -= a_line_dim.y / 2; // half layer down vec4 world_space_vert = u_modelMatrix * v1_vertex; gl_Position = world_space_vert; // shade the color depending on the extruder index stored in the alpha component of the color v_color = vec4(0.4, 0.4, 0.4, 0.9); // default color for not current layer v_vertex = world_space_vert.xyz; v_normal = (u_normalMatrix * normalize(a_normal)).xyz; v_line_dim = a_line_dim; v_extruder = int(a_extruder); v_line_type = a_line_type; v_extruder_opacity = u_extruder_opacity; // for testing without geometry shader f_color = v_color; f_vertex = v_vertex; f_normal = v_normal; } geometry41core = #version 410 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; uniform int u_show_infill; layout(lines) in; layout(triangle_strip, max_vertices = 26) out; in vec4 v_color[]; in vec3 v_vertex[]; in vec3 v_normal[]; in vec2 v_line_dim[]; in int v_extruder[]; in mat4 v_extruder_opacity[]; in float v_line_type[]; out vec4 f_color; out vec3 f_normal; out vec3 f_vertex; // Set the set of variables and EmitVertex void myEmitVertex(vec3 vertex, vec4 color, vec3 normal, vec4 pos) { f_vertex = vertex; f_color = color; f_normal = normal; gl_Position = pos; EmitVertex(); } void main() { highp mat4 viewProjectionMatrix = u_projectionMatrix * u_viewMatrix; // Vertices are declared as vec4 so that they can be used for calculations with gl_in[x].gl_Position vec3 g_vertex_delta; vec3 g_vertex_normal_horz; vec4 g_vertex_offset_horz; vec3 g_vertex_normal_vert; vec4 g_vertex_offset_vert; vec3 g_vertex_normal_horz_head; vec4 g_vertex_offset_horz_head; vec3 g_axial_plan_vector; vec3 g_radial_plan_vector; float size_x; float size_y; if ((v_extruder_opacity[0][int(mod(v_extruder[0], 4))][v_extruder[0] / 4] == 0.0) && (v_line_type[0] != 8) && (v_line_type[0] != 9) && (v_line_type[0] != 12) && (v_line_type[0] != 13)) { return; } // See LayerPolygon; 8 is MoveUnretractedType, 9 is RetractionType, 12 is MoveWhileRetractingType, 13 is MoveWhileUnretractingType if ((u_show_travel_moves == 0) && ((v_line_type[0] == 8) || (v_line_type[0] == 9) || (v_line_type[0] == 12) || (v_line_type[0] == 13))) { return; } if ((u_show_helpers == 0) && ((v_line_type[0] == 4) || (v_line_type[0] == 5) || (v_line_type[0] == 7) || (v_line_type[0] == 10))) { return; } if ((u_show_skin == 0) && ((v_line_type[0] == 1) || (v_line_type[0] == 2) || (v_line_type[0] == 3))) { return; } if ((u_show_infill == 0) && (v_line_type[0] == 6)) { return; } if ((v_line_type[0] == 8) || (v_line_type[0] == 9) || (v_line_type[0] == 12) || (v_line_type[0] == 13)) { // fixed size for movements size_x = 0.05; } else { size_x = v_line_dim[1].x / 2 + 0.01; // radius, and make it nicely overlapping } size_y = v_line_dim[1].y / 2 + 0.01; g_vertex_delta = (gl_in[1].gl_Position - gl_in[0].gl_Position).xyz; //Actual movement exhibited by the line. if (g_vertex_delta == vec3(0.0)) { return; } if (g_vertex_delta.y == 0.0) { // vector is in the horizontal plan, radial vector is a simple rotation around Y axis g_radial_plan_vector = vec3(g_vertex_delta.z, 0.0, -g_vertex_delta.x); } else if(g_vertex_delta.x == 0.0 && g_vertex_delta.z == 0.0) { // delta vector is purely vertical, display the line rotated vertically so that it is visible in front and side views g_radial_plan_vector = vec3(1.0, 0.0, -1.0); } else { // delta vector is completely 3D g_axial_plan_vector = vec3(g_vertex_delta.x, 0.0, g_vertex_delta.z); // Vector projected in the horizontal plan g_radial_plan_vector = cross(g_vertex_delta, g_axial_plan_vector); // Radial vector in the horizontal plan, pointing right. } g_vertex_normal_horz_head = normalize(g_vertex_delta); //Lengthwise normal vector g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0); //Lengthwise offset vector g_vertex_normal_horz = normalize(g_radial_plan_vector); //Normal vector pointing right. g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //Offset vector pointing right. g_vertex_normal_vert = vec3(0.0, 1.0, 0.0); //Upwards normal vector. g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0); //Upwards offset vector. Goes up by half the layer thickness. if ((v_line_type[0] == 8) || (v_line_type[0] == 9) || (v_line_type[0] == 12) || (v_line_type[0] == 13)) { vec4 va_head = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz_head + g_vertex_offset_vert); vec4 va_up = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert); vec4 va_down = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert); vec4 vb_head = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert); vec4 vb_down = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert); vec4 vb_up = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert); // Travels: flat plane with pointy ends myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_head); myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_down); myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_up); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_down); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_up); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_head); //And reverse so that the line is also visible from the back side. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_up); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_down); myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_up); myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_down); myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_head); myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_up); EndPrimitive(); } else { vec4 va_m_horz = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz); //Line start, left vertex. vec4 vb_m_horz = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz); //Line end, left vertex. vec4 va_p_vert = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert); //Line start, top vertex. vec4 vb_p_vert = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert); //Line end, top vertex. vec4 va_p_horz = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz); //Line start, right vertex. vec4 vb_p_horz = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz); //Line end, right vertex. vec4 va_m_vert = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert); //Line start, bottom vertex. vec4 vb_m_vert = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert); //Line end, bottom vertex. vec4 va_head = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz_head); //Line start, tip. vec4 vb_head = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz_head); //Line end, tip. // All normal lines are rendered as 3d tubes. myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_horz, va_m_horz); myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz); myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_p_vert); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_p_vert); myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_horz, va_p_horz); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz); myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_vert, va_m_vert); myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, vb_m_vert); myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_horz, va_m_horz); myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz); EndPrimitive(); // left side myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_horz, va_m_horz); myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_vert, va_p_vert); myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_horz_head, va_head); myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_horz, va_p_horz); EndPrimitive(); myEmitVertex(v_vertex[0], v_color[1], g_vertex_normal_horz, va_p_horz); myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_vert, va_m_vert); myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_horz_head, va_head); myEmitVertex(v_vertex[0], v_color[1], -g_vertex_normal_horz, va_m_horz); EndPrimitive(); // right side myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_p_vert); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz_head, vb_head); myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz); EndPrimitive(); myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz); myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, vb_m_vert); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz_head, vb_head); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz); EndPrimitive(); } } fragment41core = #version 410 in lowp vec4 f_color; in lowp vec3 f_normal; in lowp vec3 f_vertex; out vec4 frag_color; uniform mediump vec4 u_ambientColor; uniform highp vec3 u_lightPosition; void main() { mediump vec4 finalColor = vec4(0.0); float alpha = f_color.a; finalColor.rgb += f_color.rgb * 0.3; highp vec3 normal = normalize(f_normal); highp vec3 light_dir = normalize(u_lightPosition - f_vertex); // Diffuse Component highp float NdotL = clamp(dot(normal, light_dir), 0.0, 1.0); finalColor += (NdotL * f_color); finalColor.a = alpha; // Do not change alpha in any way frag_color = finalColor; } [defaults] u_active_extruder = 0.0 u_extruder_opacity = [[1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0]] u_specularColor = [0.4, 0.4, 0.4, 1.0] u_ambientColor = [0.3, 0.3, 0.3, 0.0] u_diffuseColor = [1.0, 0.79, 0.14, 1.0] u_shininess = 20.0 u_show_travel_moves = 0 u_show_helpers = 1 u_show_skin = 1 u_show_infill = 1 [bindings] u_modelMatrix = model_matrix u_viewMatrix = view_matrix u_projectionMatrix = projection_matrix u_normalMatrix = normal_matrix u_lightPosition = light_0_position [attributes] a_vertex = vertex a_color = color a_grayColor = vec4(0.87, 0.12, 0.45, 1.0) a_normal = normal a_line_dim = line_dim a_extruder = extruder a_material_color = material_color a_line_type = line_type