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			43 lines
		
	
	
	
		
			1.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			43 lines
		
	
	
	
		
			1.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 110
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| 
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| const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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| const vec3 GREEN = vec3(0.0, 0.65, 0.0);
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| const vec3 YELLOW = vec3(0.5, 0.65, 0.0);
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| const vec3 RED = vec3(0.65, 0.0, 0.0);
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| const float EPSILON = 0.0001;
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| 
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| struct SlopeDetection
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| {
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|     bool active;
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| 	// x = yellow z, y = red z
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| 	vec2 z_range;
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|     mat3 volume_world_normal_matrix;
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| };
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| 
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| uniform vec4 uniform_color;
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| uniform SlopeDetection slope;
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| 
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| varying vec3 clipping_planes_dots;
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| 
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| // x = tainted, y = specular;
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| varying vec2 intensity;
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| 
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| varying vec3 delta_box_min;
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| varying vec3 delta_box_max;
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| 
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| varying float world_normal_z;
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| 
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| vec3 slope_color()
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| {
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|     return (world_normal_z > slope.z_range.x - EPSILON) ? GREEN : mix(RED, YELLOW, (world_normal_z - slope.z_range.y) / (slope.z_range.x - slope.z_range.y));
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| }
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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.active ? 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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|     gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a);
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| }
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