Cura/plugins/LayerView/layers.shader
2016-12-20 16:32:34 +01:00

202 lines
No EOL
5.5 KiB
GLSL

[shaders]
vertex =
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix;
uniform highp mat4 u_modelViewProjectionMatrix;
uniform lowp float u_active_extruder;
uniform lowp float u_shade_factor;
uniform highp mat4 u_normalMatrix;
attribute highp vec4 a_vertex;
attribute lowp vec4 a_color;
attribute highp vec4 a_normal;
varying lowp vec4 v_color;
varying highp vec3 v_vertex;
varying highp vec3 v_normal;
varying highp vec3 v_orig_vertex;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_viewProjectionMatrix * world_space_vert;
// gl_Position = u_modelViewProjectionMatrix * a_vertex;
// shade the color depending on the extruder index stored in the alpha component of the color
v_color = (a_color.a == u_active_extruder) ? a_color : a_color * u_shade_factor;
v_color.a = 1.0;
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
v_orig_vertex = a_vertex.xyz;
}
geometry =
#version 410
layout(lines) in;
layout(triangle_strip, max_vertices = 6) out;
in vec4 v_color[];
in vec3 v_vertex[];
in vec3 v_normal[];
in vec3 v_orig_vertex[];
out vec4 f_color;
out vec3 f_normal;
out vec3 f_vertex;
void main()
{
int i;
vec4 delta;
vec3 g_normal;
vec3 g_offset;
vec3 g_vertex_delta;
vec3 g_vertex_normal;
float size = 3;
/*
delta = vec4(gl_in[1].gl_Position.xy, 0.0, 0.0) - vec4(gl_in[0].gl_Position.xy, 0.0, 0.0);
if (length(delta) > 0.1) {
g_normal = normalize(vec3(delta.y, -delta.x, delta.z));
g_offset = vec3(g_normal.xy, 0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0);
} else {
g_normal = vec3(delta.y, -delta.x, delta.z);
g_offset = vec3(0.0, 0.0, 0.0);
}
g_offset = vec3(3.5, 3.5, 0.0); //5.0 * g_normal; // vec3(3.5, 3.5, 0.0);
*/
//g_normal = normalize(vec3(delta.y, -delta.x, delta.z));
g_vertex_delta = v_orig_vertex[1] - v_orig_vertex[0];
g_vertex_normal = vec3(g_vertex_delta.z, 0.0, -g_vertex_delta.x);
if (length(g_vertex_normal) < 0.1) {
g_vertex_normal = vec3(1.0, 0.0, 0.0);
} else {
g_vertex_normal = normalize(g_vertex_normal);
}
f_vertex = v_vertex[0];
f_color = v_color[0];
f_normal = g_vertex_normal;
gl_Position = gl_in[0].gl_Position + vec4(0.0, size, 0.0, 0.0);
EmitVertex();
f_normal = g_vertex_normal;
gl_Position = gl_in[1].gl_Position + vec4(0.0, size, 0.0, 0.0);
EmitVertex();
f_normal = vec3(0.0);
gl_Position = gl_in[0].gl_Position + vec4(-size, 0.0, 0.0, 0.0);
EmitVertex();
//f_vertex = v_vertex[1];
//f_color = v_color[1];
f_normal = vec3(0.0);
gl_Position = gl_in[1].gl_Position + vec4(size, 0.0, 0.0, 0.0);
EmitVertex();
f_normal = -g_vertex_normal;
gl_Position = gl_in[0].gl_Position + vec4(0, -size, 0.0, 0.0);
EmitVertex();
f_normal = -g_vertex_normal;
gl_Position = gl_in[1].gl_Position + vec4(0.0, -size, 0.0, 0.0);
EmitVertex();
EndPrimitive();
/*
f_vertex = v_vertex[0];
f_normal = -g_vertex_normal;
f_color = v_color[0];
gl_Position = gl_in[0].gl_Position - g_offset;
EmitVertex();
f_vertex = v_vertex[1];
f_normal = g_vertex_normal;
f_color = v_color[1];
gl_Position = gl_in[1].gl_Position + g_offset;
EmitVertex();
f_vertex = v_vertex[1];
f_normal = -g_vertex_normal;
f_color = v_color[1];
gl_Position = gl_in[1].gl_Position - g_offset;
EmitVertex();
*/
}
fragment =
varying lowp vec4 f_color;
varying lowp vec3 f_normal;
varying lowp vec3 f_vertex;
uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_diffuseColor;
uniform highp vec3 u_lightPosition;
void Impostor(in float sphereRadius, in vec3 cameraSpherePos, in vec2 mapping, out vec3 cameraPos, out vec3 cameraNormal)
{
float lensqr = dot(mapping, mapping);
if(lensqr > 1.0)
discard;
cameraNormal = vec3(mapping, sqrt(1.0 - lensqr));
cameraPos = (cameraNormal * sphereRadius) + cameraSpherePos;
}
void main()
{
vec3 cameraPos;
vec3 cameraNormal;
Impostor(0.2, vec3(0.0, 0.0, 0.0), vec2(0.1, 0.0), cameraPos, cameraNormal);
mediump vec4 finalColor = vec4(0.0);
finalColor += u_ambientColor;
//highp vec3 normal = normalize(f_normal);
highp vec3 normal = normalize(cameraNormal);
highp vec3 lightDir = normalize(u_lightPosition - f_vertex);
// Diffuse Component
highp float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
finalColor += (NdotL * f_color);
finalColor.a = 1.0;
gl_FragColor = finalColor;
//gl_FragColor = f_color;
//gl_FragColor = vec4(f_normal, 1.0);
}
[defaults]
u_active_extruder = 0.0
u_shade_factor = 0.60
u_ambientColor = [0.3, 0.3, 0.3, 0.3]
u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
[bindings]
u_modelViewProjectionMatrix = model_view_projection_matrix
u_modelMatrix = model_matrix
u_viewProjectionMatrix = view_projection_matrix
u_normalMatrix = normal_matrix
u_lightPosition = light_0_position
[attributes]
a_vertex = vertex
a_color = color
a_normal = normal