diff --git a/plugins/LayerView/layers.shader b/plugins/LayerView/layers.shader index d340773403..cb92b0caef 100755 --- a/plugins/LayerView/layers.shader +++ b/plugins/LayerView/layers.shader @@ -66,74 +66,6 @@ fragment = gl_FragColor = v_color; } -vertex41core = - #version 410 - uniform highp mat4 u_modelViewProjectionMatrix; - uniform lowp float u_active_extruder; - uniform lowp float u_shade_factor; - uniform highp int u_layer_view_type; - - in highp float a_extruder; - in highp float a_line_type; - in highp vec4 a_vertex; - in lowp vec4 a_color; - in lowp vec4 a_material_color; - - out lowp vec4 v_color; - out float v_line_type; - - void main() - { - gl_Position = u_modelViewProjectionMatrix * a_vertex; - v_color = a_color; - if ((a_line_type != 8) && (a_line_type != 9)) { - v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a); - } - - v_line_type = a_line_type; - } - -fragment41core = - #version 410 - in lowp vec4 v_color; - in float v_line_type; - out vec4 frag_color; - - uniform int u_show_travel_moves; - uniform int u_show_helpers; - uniform int u_show_skin; - uniform int u_show_infill; - - void main() - { - if ((u_show_travel_moves == 0) && (v_line_type >= 7.5) && (v_line_type <= 9.5)) { // actually, 8 and 9 - // discard movements - discard; - } - // helpers: 4, 5, 7, 10 - if ((u_show_helpers == 0) && ( - ((v_line_type >= 3.5) && (v_line_type <= 4.5)) || - ((v_line_type >= 6.5) && (v_line_type <= 7.5)) || - ((v_line_type >= 9.5) && (v_line_type <= 10.5)) || - ((v_line_type >= 4.5) && (v_line_type <= 5.5)) - )) { - discard; - } - // skin: 1, 2, 3 - if ((u_show_skin == 0) && ( - (v_line_type >= 0.5) && (v_line_type <= 3.5) - )) { - discard; - } - // infill: - if ((u_show_infill == 0) && (v_line_type >= 5.5) && (v_line_type <= 6.5)) { - // discard movements - discard; - } - - frag_color = v_color; - } - [defaults] u_active_extruder = 0.0 u_shade_factor = 0.60 diff --git a/plugins/LayerView/layerview_composite.shader b/plugins/LayerView/layerview_composite.shader index dcc02acc84..918f02aea1 100644 --- a/plugins/LayerView/layerview_composite.shader +++ b/plugins/LayerView/layerview_composite.shader @@ -64,75 +64,6 @@ fragment = } } -vertex41core = - #version 410 - uniform highp mat4 u_modelViewProjectionMatrix; - in highp vec4 a_vertex; - in highp vec2 a_uvs; - - out highp vec2 v_uvs; - - void main() - { - gl_Position = u_modelViewProjectionMatrix * a_vertex; - v_uvs = a_uvs; - } - -fragment41core = - #version 410 - uniform sampler2D u_layer0; - uniform sampler2D u_layer1; - uniform sampler2D u_layer2; - - uniform vec2 u_offset[9]; - - uniform vec4 u_background_color; - uniform float u_outline_strength; - uniform vec4 u_outline_color; - - in vec2 v_uvs; - - float kernel[9]; - - const vec3 x_axis = vec3(1.0, 0.0, 0.0); - const vec3 y_axis = vec3(0.0, 1.0, 0.0); - const vec3 z_axis = vec3(0.0, 0.0, 1.0); - - out vec4 frag_color; - - void main() - { - // blur kernel - kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0; - kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0; - kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0; - - vec4 result = u_background_color; - - vec4 main_layer = texture(u_layer0, v_uvs); - vec4 selection_layer = texture(u_layer1, v_uvs); - vec4 layerview_layer = texture(u_layer2, v_uvs); - - result = main_layer * main_layer.a + result * (1.0 - main_layer.a); - result = layerview_layer * layerview_layer.a + result * (1.0 - layerview_layer.a); - - vec4 sum = vec4(0.0); - for (int i = 0; i < 9; i++) - { - vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a); - sum += color * (kernel[i] / u_outline_strength); - } - - if((selection_layer.rgb == x_axis || selection_layer.rgb == y_axis || selection_layer.rgb == z_axis)) - { - frag_color = result; - } - else - { - frag_color = mix(result, u_outline_color, abs(sum.a)); - } - } - [defaults] u_layer0 = 0 u_layer1 = 1 diff --git a/plugins/XRayView/xray_composite.shader b/plugins/XRayView/xray_composite.shader index 82dca52cf9..e7a38950bf 100644 --- a/plugins/XRayView/xray_composite.shader +++ b/plugins/XRayView/xray_composite.shader @@ -67,77 +67,6 @@ fragment = } } -vertex41core = - #version 410 - uniform highp mat4 u_modelViewProjectionMatrix; - in highp vec4 a_vertex; - in highp vec2 a_uvs; - - out highp vec2 v_uvs; - - void main() - { - gl_Position = u_modelViewProjectionMatrix * a_vertex; - v_uvs = a_uvs; - } - -fragment41core = - #version 410 - uniform sampler2D u_layer0; - uniform sampler2D u_layer1; - uniform sampler2D u_layer2; - - uniform vec2 u_offset[9]; - - uniform float u_outline_strength; - uniform vec4 u_outline_color; - uniform vec4 u_error_color; - uniform vec4 u_background_color; - - const vec3 x_axis = vec3(1.0, 0.0, 0.0); - const vec3 y_axis = vec3(0.0, 1.0, 0.0); - const vec3 z_axis = vec3(0.0, 0.0, 1.0); - - in vec2 v_uvs; - out vec4 frag_color; - - float kernel[9]; - - void main() - { - kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0; - kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0; - kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0; - - vec4 result = u_background_color; - vec4 layer0 = texture(u_layer0, v_uvs); - - result = layer0 * layer0.a + result * (1.0 - layer0.a); - - float intersection_count = (texture(u_layer2, v_uvs).r * 255.0) / 5.0; - if(mod(intersection_count, 2.0) == 1.0) - { - result = u_error_color; - } - - vec4 sum = vec4(0.0); - for (int i = 0; i < 9; i++) - { - vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a); - sum += color * (kernel[i] / u_outline_strength); - } - - vec4 layer1 = texture(u_layer1, v_uvs); - if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis)) - { - frag_color = result; - } - else - { - frag_color = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a)); - } - } - [defaults] u_layer0 = 0 u_layer1 = 1 diff --git a/resources/shaders/grid.shader b/resources/shaders/grid.shader index 74eed544fd..c05b9ba15c 100644 --- a/resources/shaders/grid.shader +++ b/resources/shaders/grid.shader @@ -27,37 +27,6 @@ fragment = gl_FragColor = u_gridColor1; } -vertex41core = - #version 410 - uniform highp mat4 u_modelViewProjectionMatrix; - - in highp vec4 a_vertex; - in lowp vec2 a_uvs; - - out lowp vec2 v_uvs; - - void main() - { - gl_Position = u_modelViewProjectionMatrix * a_vertex; - v_uvs = a_uvs; - } - -fragment41core = - #version 410 - uniform lowp vec4 u_gridColor0; - uniform lowp vec4 u_gridColor1; - - in lowp vec2 v_uvs; - out vec4 frag_color; - - void main() - { - if (mod(floor(v_uvs.x / 10.0) - floor(v_uvs.y / 10.0), 2.0) < 1.0) - frag_color = u_gridColor0; - else - frag_color = u_gridColor1; - } - [defaults] u_gridColor0 = [0.96, 0.96, 0.96, 1.0] u_gridColor1 = [0.8, 0.8, 0.8, 1.0] diff --git a/resources/shaders/overhang.shader b/resources/shaders/overhang.shader index b9cf53f8b7..4e5999a693 100644 --- a/resources/shaders/overhang.shader +++ b/resources/shaders/overhang.shader @@ -62,73 +62,6 @@ fragment = gl_FragColor.a = 1.0; } -vertex41core = - #version 410 - uniform highp mat4 u_modelMatrix; - uniform highp mat4 u_viewProjectionMatrix; - uniform highp mat4 u_normalMatrix; - - in highp vec4 a_vertex; - in highp vec4 a_normal; - in highp vec2 a_uvs; - - out highp vec3 f_vertex; - out highp vec3 f_normal; - - void main() - { - vec4 world_space_vert = u_modelMatrix * a_vertex; - gl_Position = u_viewProjectionMatrix * world_space_vert; - - f_vertex = world_space_vert.xyz; - f_normal = (u_normalMatrix * normalize(a_normal)).xyz; - } - -fragment41core = - #version 410 - uniform mediump vec4 u_ambientColor; - uniform mediump vec4 u_diffuseColor; - uniform mediump vec4 u_specularColor; - uniform highp vec3 u_lightPosition; - uniform mediump float u_shininess; - uniform highp vec3 u_viewPosition; - - uniform lowp float u_overhangAngle; - uniform lowp vec4 u_overhangColor; - - in highp vec3 f_vertex; - in highp vec3 f_normal; - - out vec4 frag_color; - - void main() - { - - mediump vec4 finalColor = vec4(0.0); - - // Ambient Component - finalColor += u_ambientColor; - - highp vec3 normal = normalize(f_normal); - highp vec3 lightDir = normalize(u_lightPosition - f_vertex); - - // Diffuse Component - highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0); - finalColor += (NdotL * u_diffuseColor); - - // Specular Component - // TODO: We should not do specularity for fragments facing away from the light. - highp vec3 reflectedLight = reflect(-lightDir, normal); - highp vec3 viewVector = normalize(u_viewPosition - f_vertex); - highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0); - finalColor += pow(NdotR, u_shininess) * u_specularColor; - - finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor; - - frag_color = finalColor; - frag_color.a = 1.0; - } - [defaults] u_ambientColor = [0.3, 0.3, 0.3, 1.0] u_diffuseColor = [1.0, 0.79, 0.14, 1.0] diff --git a/resources/shaders/striped.shader b/resources/shaders/striped.shader index ce7d14e39e..0114f0b2cb 100644 --- a/resources/shaders/striped.shader +++ b/resources/shaders/striped.shader @@ -63,74 +63,6 @@ fragment = gl_FragColor.a = 1.0; } -vertex41core = - #version 410 - uniform highp mat4 u_modelMatrix; - uniform highp mat4 u_viewProjectionMatrix; - uniform highp mat4 u_normalMatrix; - - in highp vec4 a_vertex; - in highp vec4 a_normal; - in highp vec2 a_uvs; - - out highp vec3 v_position; - out highp vec3 v_vertex; - out highp vec3 v_normal; - - void main() - { - vec4 world_space_vert = u_modelMatrix * a_vertex; - gl_Position = u_viewProjectionMatrix * world_space_vert; - - v_position = gl_Position.xyz; - v_vertex = world_space_vert.xyz; - v_normal = (u_normalMatrix * normalize(a_normal)).xyz; - } - -fragment41core = - #version 410 - uniform mediump vec4 u_ambientColor; - uniform mediump vec4 u_diffuseColor1; - uniform mediump vec4 u_diffuseColor2; - uniform mediump vec4 u_specularColor; - uniform highp vec3 u_lightPosition; - uniform mediump float u_shininess; - uniform highp vec3 u_viewPosition; - - uniform mediump float u_width; - - in highp vec3 v_position; - in highp vec3 v_vertex; - in highp vec3 v_normal; - - out vec4 frag_color; - - void main() - { - mediump vec4 finalColor = vec4(0.0); - mediump vec4 diffuseColor = (mod((-v_position.x + v_position.y), u_width) < (u_width / 2.)) ? u_diffuseColor1 : u_diffuseColor2; - - /* Ambient Component */ - finalColor += u_ambientColor; - - highp vec3 normal = normalize(v_normal); - highp vec3 lightDir = normalize(u_lightPosition - v_vertex); - - /* Diffuse Component */ - highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0); - finalColor += (NdotL * diffuseColor); - - /* Specular Component */ - /* TODO: We should not do specularity for fragments facing away from the light.*/ - highp vec3 reflectedLight = reflect(-lightDir, normal); - highp vec3 viewVector = normalize(u_viewPosition - v_vertex); - highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0); - finalColor += pow(NdotR, u_shininess) * u_specularColor; - - frag_color = finalColor; - frag_color.a = 1.0; - } - [defaults] u_ambientColor = [0.3, 0.3, 0.3, 1.0] u_diffuseColor1 = [1.0, 0.5, 0.5, 1.0] diff --git a/resources/shaders/transparent_object.shader b/resources/shaders/transparent_object.shader index faa43bb46c..cd27a40769 100644 --- a/resources/shaders/transparent_object.shader +++ b/resources/shaders/transparent_object.shader @@ -48,59 +48,6 @@ fragment = gl_FragColor.a = u_opacity; } -vertex41core = - #version 410 - uniform highp mat4 u_modelMatrix; - uniform highp mat4 u_viewProjectionMatrix; - uniform highp mat4 u_normalMatrix; - - in highp vec4 a_vertex; - in highp vec4 a_normal; - in highp vec2 a_uvs; - - out highp vec3 v_vertex; - out highp vec3 v_normal; - - void main() - { - vec4 world_space_vert = u_modelMatrix * a_vertex; - gl_Position = u_viewProjectionMatrix * world_space_vert; - - v_vertex = world_space_vert.xyz; - v_normal = (u_normalMatrix * normalize(a_normal)).xyz; - } - -fragment41core = - #version 410 - uniform mediump vec4 u_ambientColor; - uniform mediump vec4 u_diffuseColor; - uniform highp vec3 u_lightPosition; - - uniform mediump float u_opacity; - - in highp vec3 v_vertex; - in highp vec3 v_normal; - - out vec4 frag_color; - - void main() - { - mediump vec4 finalColor = vec4(0.0); - - /* Ambient Component */ - finalColor += u_ambientColor; - - highp vec3 normal = normalize(v_normal); - highp vec3 lightDir = normalize(u_lightPosition - v_vertex); - - /* Diffuse Component */ - highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0); - finalColor += (NdotL * u_diffuseColor); - - frag_color = finalColor; - frag_color.a = u_opacity; - } - [defaults] u_ambientColor = [0.1, 0.1, 0.1, 1.0] u_diffuseColor = [0.4, 0.4, 0.4, 1.0]