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			51 lines
		
	
	
	
		
			1.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			51 lines
		
	
	
	
		
			1.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 110
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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 float EPSILON = 0.0001;
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struct SlopeDetection
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{
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    bool actived;
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	// x = yellow, y = red
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	vec2 z_range;
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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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uniform sampler2D environment_tex;
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uniform bool use_environment_tex;
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varying vec3 clipping_planes_dots;
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// x = tainted, 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 float world_normal_z;
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varying vec3 eye_normal;
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vec3 slope_color()
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{
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    float gradient_range = slope.z_range.x - slope.z_range.y;
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    return (world_normal_z > slope.z_range.x - EPSILON) ? GREEN : ((gradient_range == 0.0) ? RED : mix(RED, YELLOW, clamp((world_normal_z - slope.z_range.y) / gradient_range, 0.0, 1.0)));
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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 = slope.actived ? slope_color() : uniform_color.rgb;
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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 (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, uniform_color.a);
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    else
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        gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, uniform_color.a);
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}
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