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https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
synced 2025-04-23 14:19:37 +08:00
parent
72d31d2ae5
commit
8dbbe2bd3a
@ -65,6 +65,10 @@ fragment =
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highp vec3 grid = vec3(f_vertex.x - floor(f_vertex.x - 0.5), f_vertex.y - floor(f_vertex.y - 0.5), f_vertex.z - floor(f_vertex.z - 0.5));
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highp vec3 grid = vec3(f_vertex.x - floor(f_vertex.x - 0.5), f_vertex.y - floor(f_vertex.y - 0.5), f_vertex.z - floor(f_vertex.z - 0.5));
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finalColor.a = (u_renderError > 0.5) && dot(grid, grid) < 0.245 ? 0.667 : 1.0;
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finalColor.a = (u_renderError > 0.5) && dot(grid, grid) < 0.245 ? 0.667 : 1.0;
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if (f_vertex.y < 0.0)
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{
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finalColor.rgb = vec3(1.0, 1.0, 1.0) - finalColor.rgb;
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}
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gl_FragColor = finalColor;
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gl_FragColor = finalColor;
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}
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}
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@ -137,6 +141,10 @@ fragment41core =
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finalColor = (u_faceId != gl_PrimitiveID) ? ((-normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor;
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finalColor = (u_faceId != gl_PrimitiveID) ? ((-normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor;
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frag_color = finalColor;
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frag_color = finalColor;
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if (f_vertex.y < 0.0)
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{
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frag_color.rgb = vec3(1.0, 1.0, 1.0) - frag_color.rgb;
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}
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vec3 grid = f_vertex - round(f_vertex);
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vec3 grid = f_vertex - round(f_vertex);
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frag_color.a = (u_renderError > 0.5) && dot(grid, grid) < 0.245 ? 0.667 : 1.0;
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frag_color.a = (u_renderError > 0.5) && dot(grid, grid) < 0.245 ? 0.667 : 1.0;
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}
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}
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@ -64,6 +64,10 @@ fragment =
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highp vec3 viewVector = normalize(u_viewPosition - v_vertex);
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highp vec3 viewVector = normalize(u_viewPosition - v_vertex);
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highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
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highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
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finalColor += pow(NdotR, u_shininess) * u_specularColor;
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finalColor += pow(NdotR, u_shininess) * u_specularColor;
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if (v_vertex.y < 0.0)
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{
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finalColor.rgb = vec3(1.0, 1.0, 1.0) - finalColor.rgb;
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}
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gl_FragColor = finalColor;
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gl_FragColor = finalColor;
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gl_FragColor.a = u_opacity;
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gl_FragColor.a = u_opacity;
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@ -140,6 +144,10 @@ fragment41core =
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finalColor += pow(NdotR, u_shininess) * u_specularColor;
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finalColor += pow(NdotR, u_shininess) * u_specularColor;
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frag_color = finalColor;
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frag_color = finalColor;
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if (v_vertex.y < 0.0)
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{
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frag_color.rgb = vec3(1.0, 1.0, 1.0) - frag_color.rgb;
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}
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frag_color.a = u_opacity;
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frag_color.a = u_opacity;
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}
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}
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