Cura/plugins/PaintTool/paint.shader
Erwan MATHIEU cf24ed91e9
Some checks are pending
conan-package / conan-package (push) Waiting to run
unit-test / Run unit tests (push) Waiting to run
Improve fix for opacity issues
CURA-12660
Previous fix caused issues when moving to preview
2025-08-05 15:55:23 +02:00

146 lines
4 KiB
GLSL

[shaders]
vertex =
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewMatrix;
uniform highp mat4 u_projectionMatrix;
uniform highp mat4 u_normalMatrix;
attribute highp vec4 a_vertex;
attribute highp vec4 a_normal;
attribute highp vec2 a_uvs;
varying highp vec3 v_vertex;
varying highp vec3 v_normal;
varying highp vec2 v_uvs;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
v_uvs = a_uvs;
}
fragment =
uniform mediump vec4 u_ambientColor;
uniform highp vec3 u_lightPosition;
uniform highp vec3 u_viewPosition;
uniform sampler2D u_texture;
uniform mediump int u_bitsRangesStart;
uniform mediump int u_bitsRangesEnd;
uniform mediump vec3 u_renderColors[16];
varying highp vec3 v_vertex;
varying highp vec3 v_normal;
varying highp vec2 v_uvs;
void main()
{
mediump vec4 final_color = vec4(0.0);
/* Ambient Component */
final_color += u_ambientColor;
highp vec3 normal = normalize(v_normal);
highp vec3 light_dir = normalize(u_lightPosition - v_vertex);
/* Diffuse Component */
ivec4 texture = ivec4(texture(u_texture, v_uvs) * 255.0);
uint color_index = (texture.r << 16) | (texture.g << 8) | texture.b;
color_index = (color_index << (32 - 1 - u_bitsRangesEnd)) >> 32 - 1 - (u_bitsRangesEnd - u_bitsRangesStart);
vec4 diffuse_color = vec4(u_renderColors[color_index] / 255.0, 1.0);
highp float n_dot_l = mix(0.3, 0.7, dot(normal, light_dir));
final_color += (n_dot_l * diffuse_color);
final_color.a = 1.0;
frag_color = final_color;
}
vertex41core =
#version 410
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewMatrix;
uniform highp mat4 u_projectionMatrix;
uniform highp mat4 u_normalMatrix;
in highp vec4 a_vertex;
in highp vec4 a_normal;
in highp vec2 a_uvs;
out highp vec3 v_vertex;
out highp vec3 v_normal;
out highp vec2 v_uvs;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
v_uvs = a_uvs;
}
fragment41core =
#version 410
uniform mediump vec4 u_ambientColor;
uniform highp vec3 u_lightPosition;
uniform highp vec3 u_viewPosition;
uniform sampler2D u_texture;
uniform mediump int u_bitsRangesStart;
uniform mediump int u_bitsRangesEnd;
uniform mediump vec3 u_renderColors[16];
in highp vec3 v_vertex;
in highp vec3 v_normal;
in highp vec2 v_uvs;
out vec4 frag_color;
void main()
{
mediump vec4 final_color = vec4(0.0);
/* Ambient Component */
final_color += u_ambientColor;
highp vec3 normal = normalize(v_normal);
highp vec3 light_dir = normalize(u_lightPosition - v_vertex);
/* Diffuse Component */
ivec4 texture = ivec4(texture(u_texture, v_uvs) * 255.0);
uint color_index = (texture.r << 16) | (texture.g << 8) | texture.b;
color_index = (color_index << (32 - 1 - u_bitsRangesEnd)) >> 32 - 1 - (u_bitsRangesEnd - u_bitsRangesStart);
vec4 diffuse_color = vec4(u_renderColors[color_index] / 255.0, 1.0);
highp float n_dot_l = mix(0.3, 0.7, dot(normal, light_dir));
final_color += (n_dot_l * diffuse_color);
final_color.a = 1.0;
frag_color = final_color;
}
[defaults]
u_ambientColor = [0.3, 0.3, 0.3, 1.0]
u_texture = 0
[bindings]
u_modelMatrix = model_matrix
u_viewMatrix = view_matrix
u_projectionMatrix = projection_matrix
u_normalMatrix = normal_matrix
u_lightPosition = light_0_position
u_viewPosition = camera_position
[attributes]
a_vertex = vertex
a_normal = normal
a_uvs = uv0