Cura/resources/shaders/grid.shader
2017-09-11 23:41:10 +02:00

94 lines
2.6 KiB
GLSL

[shaders]
vertex =
uniform highp mat4 u_modelViewProjectionMatrix;
attribute highp vec4 a_vertex;
attribute lowp vec2 a_uvs;
varying lowp vec2 v_uvs;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_uvs = a_uvs;
}
fragment =
uniform lowp vec4 u_plateColor;
uniform lowp vec4 u_gridColor0;
uniform lowp vec4 u_gridColor1;
varying lowp vec2 v_uvs;
void main()
{
vec2 coord = v_uvs.xy;
// Compute anti-aliased world-space minor grid lines
vec2 minorGrid = abs(fract(coord - 0.5) - 0.5) / fwidth(coord);
float minorLine = min(minorGrid.x, minorGrid.y);
vec4 minorGridColor = mix(u_plateColor, u_gridColor1, 1.0 - min(minorLine, 1.0));
// Compute anti-aliased world-space major grid lines
vec2 majorGrid = abs(fract(coord / 10 - 0.5) - 0.5) / fwidth(coord / 10);
float majorLine = min(majorGrid.x, majorGrid.y);
frag_color = mix(minorGridColor, u_gridColor0, 1.0 - min(majorLine, 1.0));
}
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
in highp vec4 a_vertex;
in lowp vec2 a_uvs;
out lowp vec2 v_uvs;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_uvs = a_uvs;
}
fragment41core =
#version 410
uniform lowp vec4 u_plateColor;
uniform lowp vec4 u_gridColor0;
uniform lowp vec4 u_gridColor1;
uniform lowp float u_z_bias; //Bias in the depth buffer for rendering this object (to make an object be rendered in front of or behind other objects).
in lowp vec2 v_uvs;
out vec4 frag_color;
void main()
{
vec2 coord = v_uvs.xy;
// Compute anti-aliased world-space minor grid lines
vec2 minorGrid = abs(fract(coord - 0.5) - 0.5) / fwidth(coord);
float minorLine = min(minorGrid.x, minorGrid.y);
vec4 minorGridColor = mix(u_plateColor, u_gridColor1, 1.0 - min(minorLine, 1.0));
// Compute anti-aliased world-space major grid lines
vec2 majorGrid = abs(fract(coord / 10 - 0.5) - 0.5) / fwidth(coord / 10);
float majorLine = min(majorGrid.x, majorGrid.y);
frag_color = mix(minorGridColor, u_gridColor0, 1.0 - min(majorLine, 1.0));
gl_FragDepth = gl_FragCoord.z + u_z_bias;
}
[defaults]
u_plateColor = [1.0, 1.0, 1.0, 1.0]
u_gridColor0 = [0.96, 0.96, 0.96, 1.0]
u_gridColor1 = [0.8, 0.8, 0.8, 1.0]
u_z_bias = 0.0
[bindings]
u_modelViewProjectionMatrix = model_view_projection_matrix
[attributes]
a_vertex = vertex
a_uvs = uv0