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			81 lines
		
	
	
		
			No EOL
		
	
	
		
			2.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			81 lines
		
	
	
		
			No EOL
		
	
	
		
			2.2 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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| //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 float EPSILON = 0.0001;
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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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| //BBS: add outline_color
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| uniform bool is_outline;
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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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|         color = ORANGE;
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|         alpha = 1.0;
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|     }
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| 	
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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 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
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| #endif
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| 	else
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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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| } | 
