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	* Remove unused shader files * Port wireframe shader from BBS * Enable wireframe in MMU painter Co-Authored-By: zhou.xu <zhou.xu@bambulab.com> --------- Co-authored-by: zhou.xu <zhou.xu@bambulab.com>
		
			
				
	
	
		
			41 lines
		
	
	
	
		
			1.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			41 lines
		
	
	
	
		
			1.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 110
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat4 volume_world_matrix;
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// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
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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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attribute vec3 v_position;
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attribute vec3 v_barycentric;
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varying vec3 clipping_planes_dots;
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varying vec4 model_pos;
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varying vec4 world_pos;
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varying vec3 barycentric_coordinates;
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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 SlopeDetection slope;
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void main()
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{
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    model_pos = vec4(v_position, 1.0);
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    // Point in homogenous coordinates.
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    world_pos = volume_world_matrix * model_pos;
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    gl_Position = projection_matrix * view_model_matrix * model_pos;
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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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    //compute the Barycentric Coordinates
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    barycentric_coordinates = v_barycentric;
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}
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