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			106 lines
		
	
	
	
		
			3.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			106 lines
		
	
	
	
		
			3.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 110
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| 
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| #define INTENSITY_CORRECTION 0.6
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| 
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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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| 
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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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| 
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| #define INTENSITY_AMBIENT    0.3
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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, 0.7, 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 vec3 WHITE = vec3(1.0, 1.0, 1.0);
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| const float EPSILON = 0.0001;
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| const float BANDS_WIDTH = 10.0;
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| 
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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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| 
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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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| 
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| uniform vec4 uniform_color;
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| uniform SlopeDetection slope;
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| 
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| uniform bool offset_depth_buffer;
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| 
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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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| 
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| varying vec3 clipping_planes_dots;
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| 
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| // x = diffuse, y = specular;
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| varying vec2 intensity;
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| 
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| uniform PrintVolumeDetection print_volume;
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| 
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| varying vec4 model_pos;
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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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| 
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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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| 
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|     if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
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|         color = vec3(0.7, 0.7, 1.0);
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|         alpha = 1.0;
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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 = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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| 	
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| #ifdef ENABLE_ENVIRONMENT_MAP
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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, alpha);
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|     else
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| #endif
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|         gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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| 		
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|     // In the support painting gizmo and the seam painting gizmo are painted triangles rendered over the already
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|     // rendered object. To resolved z-fighting between previously rendered object and painted triangles, values
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|     // inside the depth buffer are offset by small epsilon for painted triangles inside those gizmos.
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|     gl_FragDepth = gl_FragCoord.z - (offset_depth_buffer ? EPSILON : 0.0);
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| }
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