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			107 lines
		
	
	
		
			No EOL
		
	
	
		
			3.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			107 lines
		
	
	
		
			No EOL
		
	
	
		
			3.1 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 vec3 LightRed = vec3(0.78, 0.0, 0.0);
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const vec3 LightBlue = vec3(0.73, 1.0, 1.0);
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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 bool use_color_clip_plane;
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uniform vec4 uniform_color_clip_plane_1;
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uniform vec4 uniform_color_clip_plane_2;
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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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#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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uniform PrintVolumeDetection print_volume;
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varying vec3 clipping_planes_dots;
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varying float color_clip_plane_dot;
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// x = diffuse, y = specular;
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varying vec2 intensity;
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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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    vec4 color;
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	if (use_color_clip_plane) {
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		color.rgb = (color_clip_plane_dot < 0.0) ? uniform_color_clip_plane_1.rgb : uniform_color_clip_plane_2.rgb;
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		color.a = uniform_color.a;
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    }
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    else
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	    color = uniform_color;
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    if (slope.actived) {
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         if(world_pos.z<0.1&&world_pos.z>-0.1)
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         {
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                color.rgb = LightBlue;
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                color.a = 0.8;
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         }
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         else if( world_normal_z < slope.normal_z - EPSILON)
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         {
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                color.rgb = color.rgb * 0.5 + LightRed * 0.5;
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                color.a = 0.8;
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         }
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    }
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    // if the fragment is outside the print volume -> use darker color
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	vec3 pv_check_min = ZERO;
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	vec3 pv_check_max = ZERO;
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    if (print_volume.type == 0) {
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		// rectangle
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		pv_check_min = world_pos.xyz - vec3(print_volume.xy_data.x, print_volume.xy_data.y, print_volume.z_data.x);
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		pv_check_max = world_pos.xyz - vec3(print_volume.xy_data.z, print_volume.xy_data.w, print_volume.z_data.y);
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	}
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	else if (print_volume.type == 1) {
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		// circle
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		float delta_radius = print_volume.xy_data.z - distance(world_pos.xy, print_volume.xy_data.xy);
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		pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x);
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		pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y);
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	}
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	color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb;
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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 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * intensity.x, color.a);
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#endif
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    else
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        gl_FragColor = vec4(vec3(intensity.y) + color.rgb * intensity.x, color.a);
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} |