mirror of
https://github.com/Ultimaker/Cura.git
synced 2025-12-24 16:38:34 -07:00
167 lines
4.8 KiB
GLSL
167 lines
4.8 KiB
GLSL
[shaders]
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vertex =
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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 highp mat4 u_normalMatrix;
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attribute highp vec4 a_vertex;
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attribute highp vec4 a_normal;
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attribute highp vec2 a_uvs;
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varying highp vec3 v_vertex;
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varying highp vec3 v_normal;
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varying highp vec2 v_uvs;
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void main()
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{
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vec4 world_space_vert = u_modelMatrix * a_vertex;
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gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
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v_vertex = world_space_vert.xyz;
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v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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v_uvs = a_uvs;
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}
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fragment =
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uniform mediump vec4 u_ambientColor;
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uniform highp vec3 u_lightPosition;
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uniform highp vec3 u_viewPosition;
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uniform sampler2D u_texture;
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uniform sampler2D u_texture_cursor;
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uniform mediump int u_bitsRangesStart;
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uniform mediump int u_bitsRangesEnd;
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uniform mediump vec3 u_renderColors[16];
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varying highp vec3 v_vertex;
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varying highp vec3 v_normal;
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varying highp vec2 v_uvs;
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void main()
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{
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mediump vec4 final_color = vec4(0.0);
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highp vec3 normal = normalize(v_normal);
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highp vec3 light_dir = normalize(u_lightPosition - v_vertex);
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vec4 cursor_color = texture(u_texture_cursor, v_uvs);
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if (cursor_color.a > 0.5)
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{
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/* Cursor */
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final_color.rgb = cursor_color.rgb;
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highp float n_dot_l = mix(0.7, 1.0, dot(normal, light_dir));
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final_color = (n_dot_l * final_color);
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}
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else
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{
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final_color += u_ambientColor;
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ivec4 texture_color = ivec4(texture(u_texture, v_uvs) * 255.0);
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uint color_index = (texture_color.r << 16) | (texture_color.g << 8) | texture_color.b;
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color_index = (color_index << (32 - 1 - u_bitsRangesEnd)) >> 32 - 1 - (u_bitsRangesEnd - u_bitsRangesStart);
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vec4 diffuse_color = vec4(u_renderColors[color_index] / 255.0, 1.0);
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highp float n_dot_l = mix(0.3, 0.7, dot(normal, light_dir));
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final_color += (n_dot_l * diffuse_color);
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}
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/* Output */
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final_color.a = 1.0;
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gl_FragColor = final_color;
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}
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vertex41core =
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#version 410
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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 highp mat4 u_normalMatrix;
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in highp vec4 a_vertex;
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in highp vec4 a_normal;
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in highp vec2 a_uvs;
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out highp vec3 v_vertex;
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out highp vec3 v_normal;
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out highp vec2 v_uvs;
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void main()
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{
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vec4 world_space_vert = u_modelMatrix * a_vertex;
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gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
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v_vertex = world_space_vert.xyz;
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v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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v_uvs = a_uvs;
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}
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fragment41core =
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#version 410
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uniform mediump vec4 u_ambientColor;
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uniform highp vec3 u_lightPosition;
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uniform highp vec3 u_viewPosition;
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uniform sampler2D u_texture;
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uniform sampler2D u_texture_cursor;
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uniform mediump int u_bitsRangesStart;
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uniform mediump int u_bitsRangesEnd;
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uniform mediump vec3 u_renderColors[16];
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in highp vec3 v_vertex;
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in highp vec3 v_normal;
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in highp vec2 v_uvs;
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out vec4 frag_color;
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void main()
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{
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mediump vec4 final_color = vec4(0.0);
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highp vec3 normal = normalize(v_normal);
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highp vec3 light_dir = normalize(u_lightPosition - v_vertex);
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vec4 cursor_color = texture(u_texture_cursor, v_uvs);
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if (cursor_color.a > 0.5)
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{
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/* Cursor */
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final_color.rgb = cursor_color.rgb;
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highp float n_dot_l = mix(0.7, 1.0, dot(normal, light_dir));
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final_color = (n_dot_l * final_color);
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}
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else
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{
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final_color += u_ambientColor;
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ivec4 texture_color = ivec4(texture(u_texture, v_uvs) * 255.0);
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uint color_index = (texture_color.r << 16) | (texture_color.g << 8) | texture_color.b;
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color_index = (color_index << (32 - 1 - u_bitsRangesEnd)) >> 32 - 1 - (u_bitsRangesEnd - u_bitsRangesStart);
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vec4 diffuse_color = vec4(u_renderColors[color_index] / 255.0, 1.0);
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highp float n_dot_l = mix(0.3, 0.7, dot(normal, light_dir));
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final_color += (n_dot_l * diffuse_color);
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}
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/* Output */
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final_color.a = 1.0;
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frag_color = final_color;
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}
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[defaults]
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u_ambientColor = [0.3, 0.3, 0.3, 1.0]
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u_texture = 0
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u_texture_cursor = 1
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[bindings]
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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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u_normalMatrix = normal_matrix
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u_lightPosition = light_0_position
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u_viewPosition = camera_position
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[attributes]
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a_vertex = vertex
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a_normal = normal
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a_uvs = uv0
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