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			81 lines
		
	
	
		
			No EOL
		
	
	
		
			2.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			81 lines
		
	
	
		
			No EOL
		
	
	
		
			2.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 110
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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//BBS: add grey and orange
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//const vec3 GREY = vec3(0.9, 0.9, 0.9);
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const vec3 ORANGE = vec3(0.8, 0.4, 0.0);
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const float EPSILON = 0.0001;
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struct PrintVolumeDetection
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{
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	// 0 = rectangle, 1 = circle, 2 = custom, 3 = invalid
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	int type;
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    // type = 0 (rectangle):
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    // x = min.x, y = min.y, z = max.x, w = max.y
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    // type = 1 (circle):
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    // x = center.x, y = center.y, z = radius
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	vec4 xy_data;
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    // x = min z, y = max z
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	vec2 z_data;
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};
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struct SlopeDetection
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{
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    bool actived;
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	float normal_z;
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    mat3 volume_world_normal_matrix;
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};
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uniform vec4 uniform_color;
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uniform SlopeDetection slope;
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//BBS: add outline_color
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uniform bool is_outline;
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uniform bool offset_depth_buffer;
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#ifdef ENABLE_ENVIRONMENT_MAP
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    uniform sampler2D environment_tex;
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    uniform bool use_environment_tex;
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#endif // ENABLE_ENVIRONMENT_MAP
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varying vec3 clipping_planes_dots;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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uniform PrintVolumeDetection print_volume;
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varying vec4 model_pos;
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varying vec4 world_pos;
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varying float world_normal_z;
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varying vec3 eye_normal;
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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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        //color = vec3(0.7, 0.7, 1.0);
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        color = ORANGE;
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        alpha = 1.0;
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    }
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	//BBS: add outline_color
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	if (is_outline)
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		gl_FragColor = uniform_color;
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#ifdef ENABLE_ENVIRONMENT_MAP
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  else 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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#endif
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	else
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        gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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    // In the support painting gizmo and the seam painting gizmo are painted triangles rendered over the already
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    // rendered object. To resolved z-fighting between previously rendered object and painted triangles, values
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    // inside the depth buffer are offset by small epsilon for painted triangles inside those gizmos.
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    gl_FragDepth = gl_FragCoord.z - (offset_depth_buffer ? EPSILON : 0.0);
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} |