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Tech ENABLE_ALLOW_NEGATIVE_Z -> Shading of sinking instances
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4 changed files with 67 additions and 12 deletions
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@ -4,7 +4,9 @@ const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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const vec3 GREEN = vec3(0.0, 0.7, 0.0);
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const vec3 YELLOW = vec3(0.5, 0.7, 0.0);
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const vec3 RED = vec3(0.7, 0.0, 0.0);
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const vec3 WHITE = vec3(1.0, 1.0, 1.0);
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const float EPSILON = 0.0001;
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const float BANDS_WIDTH = 10.0;
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struct SlopeDetection
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{
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@ -15,6 +17,7 @@ struct SlopeDetection
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uniform vec4 uniform_color;
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uniform SlopeDetection slope;
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uniform bool sinking;
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#ifdef ENABLE_ENVIRONMENT_MAP
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uniform sampler2D environment_tex;
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@ -23,27 +26,38 @@ uniform SlopeDetection slope;
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varying vec3 clipping_planes_dots;
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// x = tainted, y = specular;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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varying vec3 delta_box_min;
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varying vec3 delta_box_max;
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varying vec4 model_pos;
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varying float world_pos_z;
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varying float world_normal_z;
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varying vec3 eye_normal;
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vec3 sinking_color(vec3 color)
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{
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return (mod(model_pos.x + model_pos.y + model_pos.z, BANDS_WIDTH) < (0.5 * BANDS_WIDTH)) ? mix(color, ZERO, 0.6666) : color;
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}
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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vec3 color = uniform_color.rgb;
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float alpha = uniform_color.a;
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if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
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if (slope.actived && world_normal_z < slope.normal_z - EPSILON)
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{
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color = vec3(0.7, 0.7, 1.0);
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alpha = 1.0;
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}
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// if the fragment is outside the print volume -> use darker color
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color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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// if the object is sinking, shade it with inclined bands or white around world z = 0
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if (sinking)
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color = (abs(world_pos_z) < 0.05) ? WHITE : sinking_color(color);
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#ifdef ENABLE_ENVIRONMENT_MAP
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if (use_environment_tex)
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gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
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@ -41,7 +41,7 @@ uniform vec2 z_range;
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// Clipping plane - general orientation. Used by the SLA gizmo.
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uniform vec4 clipping_plane;
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// x = tainted, y = specular;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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varying vec3 delta_box_min;
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@ -49,6 +49,8 @@ varying vec3 delta_box_max;
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varying vec3 clipping_planes_dots;
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varying vec4 model_pos;
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varying float world_pos_z;
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varying float world_normal_z;
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varying vec3 eye_normal;
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@ -69,12 +71,16 @@ void main()
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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model_pos = gl_Vertex;
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// Point in homogenous coordinates.
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vec4 world_pos = print_box.volume_world_matrix * gl_Vertex;
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world_pos_z = world_pos.z;
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// compute deltas for out of print volume detection (world coordinates)
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if (print_box.actived)
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{
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vec3 v = (print_box.volume_world_matrix * gl_Vertex).xyz;
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delta_box_min = v - print_box.min;
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delta_box_max = v - print_box.max;
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delta_box_min = world_pos.xyz - print_box.min;
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delta_box_max = world_pos.xyz - print_box.max;
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}
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else
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{
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@ -86,8 +92,6 @@ void main()
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world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
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gl_Position = ftransform();
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// Point in homogenous coordinates.
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vec4 world_pos = print_box.volume_world_matrix * gl_Vertex;
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
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}
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