Cura/resources/shaders/camera_distance.shader
Diego Prado Gesto 102bef9a4f Modify the shader to show the right color
Use the common MeshData instead of trimesh.
2019-03-01 10:56:17 +01:00

89 lines
2.4 KiB
GLSL

[shaders]
vertex =
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix;
attribute highp vec4 a_vertex;
varying highp vec3 v_vertex;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_viewProjectionMatrix * world_space_vert;
v_vertex = world_space_vert.xyz;
}
fragment =
uniform highp vec3 u_viewPosition;
uniform lowp vec4 u_color;
varying highp vec3 v_vertex;
void main()
{
highp float distance_to_camera = distance(v_vertex, u_viewPosition) * 1000.; // distance in micron
vec3 encoded; // encode float into 3 8-bit channels; this gives a precision of a micron at a range of up to ~16 meter
encoded.r = floor(distance_to_camera / 65536.0);
encoded.g = floor((distance_to_camera - encoded.r * 65536.0) / 256.0);
encoded.b = floor(distance_to_camera - encoded.r * 65536.0 - encoded.g * 256.0);
//gl_FragColor.rgb = encoded / 255.;
//gl_FragColor.a = 1.0;
gl_FragColor = u_color;
}
vertex41core =
#version 410
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix;
in highp vec4 a_vertex;
out highp vec3 v_vertex;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_viewProjectionMatrix * world_space_vert;
v_vertex = world_space_vert.xyz;
}
fragment41core =
#version 410
uniform highp vec3 u_viewPosition;
uniform lowp vec4 u_color;
in highp vec3 v_vertex;
out vec4 frag_color;
void main()
{
highp float distance_to_camera = distance(v_vertex, u_viewPosition) * 1000.; // distance in micron
vec3 encoded; // encode float into 3 8-bit channels; this gives a precision of a micron at a range of up to ~16 meter
encoded.r = floor(distance_to_camera / 65536.0);
encoded.g = floor((distance_to_camera - encoded.r * 65536.0) / 256.0);
encoded.b = floor(distance_to_camera - encoded.r * 65536.0 - encoded.g * 256.0);
//frag_color.rgb = encoded / 255.;
//frag_color.a = 1.0;
frag_color = u_color;
}
[defaults]
[bindings]
u_modelMatrix = model_matrix
u_viewProjectionMatrix = view_projection_matrix
u_normalMatrix = normal_matrix
u_viewPosition = view_position
u_color = selection_color
[attributes]
a_vertex = vertex