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				https://github.com/SoftFever/OrcaSlicer.git
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	Change-Id: I3a67322eb59355ed91d1af390eb34f7f3d378198 (cherry picked from commit 3187f2b7944ddd2b9b6dc621da07dac6d4b3b31f)
		
			
				
	
	
		
			83 lines
		
	
	
	
		
			2.8 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			83 lines
		
	
	
	
		
			2.8 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 110
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE    (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR   (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS  20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE  (0.3 * INTENSITY_CORRECTION)
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#define INTENSITY_AMBIENT    0.3
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const vec3  ZERO    = vec3(0.0, 0.0, 0.0);
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const float EPSILON = 0.0001;
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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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uniform vec4 uniform_color;
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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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uniform bool volume_mirrored;
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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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    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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    vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
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    if (volume_mirrored)
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    {
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        triangle_normal = -triangle_normal;
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    }
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    vec3 transformed_normal = normalize(slope.volume_world_normal_matrix * triangle_normal);
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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 = LightBlue;
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              alpha = 1.0;
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         }
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         else if( transformed_normal.z < slope.normal_z - EPSILON)
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        {
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            color = color * 0.5 + LightRed * 0.5;
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            alpha = 1.0;
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        }
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    }
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    // First transform the normal into camera space and normalize the result.
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    vec3 eye_normal = normalize(gl_NormalMatrix * triangle_normal);
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    // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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    // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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    float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
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    // x = diffuse, y = specular;
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    vec2 intensity = vec2(0.0, 0.0);
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    intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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    vec3 position = (gl_ModelViewMatrix * model_pos).xyz;
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    intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
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    // Perform the same lighting calculation for the 2nd light source (no specular applied).
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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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    gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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}
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