mirror of
https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
synced 2025-04-21 05:09:37 +08:00
108 lines
2.9 KiB
GLSL
108 lines
2.9 KiB
GLSL
[shaders]
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vertex =
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewMatrix;
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uniform highp mat4 u_projectionMatrix;
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attribute highp vec4 a_vertex;
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attribute lowp vec2 a_uvs;
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varying lowp vec2 v_uvs;
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void main()
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{
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gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
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v_uvs = a_uvs;
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}
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fragment =
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#ifdef GL_ES
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#extension GL_OES_standard_derivatives : enable
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif // GL_FRAGMENT_PRECISION_HIGH
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#endif // GL_ES
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uniform lowp vec4 u_plateColor;
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uniform lowp vec4 u_gridColor0;
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uniform lowp vec4 u_gridColor1;
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varying lowp vec2 v_uvs;
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void main()
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{
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vec2 coord = v_uvs.xy;
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// Compute anti-aliased world-space minor grid lines
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vec2 minorGrid = abs(fract(coord - 0.5) - 0.5) / fwidth(coord);
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float minorLine = min(minorGrid.x, minorGrid.y);
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vec4 minorGridColor = mix(u_plateColor, u_gridColor1, 1.0 - min(minorLine, 1.0));
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// Compute anti-aliased world-space major grid lines
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vec2 majorGrid = abs(fract(coord / 10.0 - 0.5) - 0.5) / fwidth(coord / 10.0);
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float majorLine = min(majorGrid.x, majorGrid.y);
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gl_FragColor = mix(minorGridColor, u_gridColor0, 1.0 - min(majorLine, 1.0));
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gl_FragColor.a = u_plateColor.a;
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewMatrix;
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uniform highp mat4 u_projectionMatrix;
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in highp vec4 a_vertex;
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in lowp vec2 a_uvs;
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out lowp vec2 v_uvs;
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void main()
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{
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gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
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v_uvs = a_uvs;
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}
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fragment41core =
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#version 410
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uniform lowp vec4 u_plateColor;
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uniform lowp vec4 u_gridColor0;
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uniform lowp vec4 u_gridColor1;
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in lowp vec2 v_uvs;
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out vec4 frag_color;
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void main()
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{
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vec2 coord = v_uvs.xy;
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// Compute anti-aliased world-space minor grid lines
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vec2 minorGrid = abs(fract(coord - 0.5) - 0.5) / fwidth(coord);
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float minorLine = min(minorGrid.x, minorGrid.y);
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vec4 minorGridColor = mix(u_plateColor, u_gridColor1, 1.0 - min(minorLine, 1.0));
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// Compute anti-aliased world-space major grid lines
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vec2 majorGrid = abs(fract(coord / 10.0 - 0.5) - 0.5) / fwidth(coord / 10.0);
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float majorLine = min(majorGrid.x, majorGrid.y);
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frag_color = mix(minorGridColor, u_gridColor0, 1.0 - min(majorLine, 1.0));
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frag_color.a = u_plateColor.a;
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}
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[defaults]
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u_plateColor = [1.0, 1.0, 1.0, 1.0]
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u_gridColor0 = [0.96, 0.96, 0.96, 1.0]
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u_gridColor1 = [0.8, 0.8, 0.8, 1.0]
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[bindings]
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u_modelMatrix = model_matrix
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u_viewMatrix = view_matrix
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u_projectionMatrix = projection_matrix
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[attributes]
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a_vertex = vertex
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a_uvs = uv0
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