Cura/resources/shaders/xray.shader
Tim Kuipers 4a8385e3e8 make xray counting color hardcoded value
Somewhere between the xray.shader and the xray_composite.shader the colors are stored as unsigned int.
Since we want to count the integer number of faces behind a pixel in the red channel, we simply use a color with an r value of 1/255.
2020-02-27 16:41:20 +01:00

54 lines
1 KiB
GLSL

[shaders]
vertex =
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_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
}
fragment =
const lowp vec4 u_color = vec4(1.0 / 255.0, 0.0, 0.0, 1.0);
void main()
{
gl_FragColor = u_color;
}
vertex41core =
#version 410
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_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
}
fragment41core =
#version 410
const lowp vec4 u_color = vec4(1.0 / 255.0, 0.0, 0.0, 1.0);
out vec4 frag_color;
void main()
{
frag_color = u_color;
}
[defaults]
[bindings]
u_modelMatrix = model_matrix
u_viewMatrix = view_matrix
u_projectionMatrix = projection_matrix
[attributes]
a_vertex = vertex