mirror of
https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
synced 2025-04-23 22:29:41 +08:00

X-ray errors showed as green and translucent instead of read and solid. Now fixed. CURA-7407
209 lines
6.0 KiB
GLSL
209 lines
6.0 KiB
GLSL
[shaders]
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vertex =
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uniform highp mat4 u_modelViewProjectionMatrix;
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attribute highp vec4 a_vertex;
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attribute highp vec2 a_uvs;
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varying highp vec2 v_uvs;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * 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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#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 sampler2D u_layer0; //Default pass.
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uniform sampler2D u_layer1; //Selection pass.
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uniform sampler2D u_layer2; //X-ray pass.
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uniform vec2 u_offset[9];
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uniform float u_outline_strength;
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uniform vec4 u_outline_color;
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uniform vec4 u_background_color;
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uniform float u_xray_error_strength;
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uniform float u_flat_error_color_mix;
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const vec3 x_axis = vec3(1.0, 0.0, 0.0);
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const vec3 y_axis = vec3(0.0, 1.0, 0.0);
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const vec3 z_axis = vec3(0.0, 0.0, 1.0);
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varying vec2 v_uvs;
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float kernel[9];
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vec3 shiftHue(vec3 color, float hue)
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{
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// Make sure colors are distinct when grey-scale is used too:
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if ((max(max(color.r, color.g), color.b) - min(min(color.r, color.g), color.b)) < 0.1)
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{
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color = vec3(1.0, 0.0, 0.0);
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}
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// The actual hue shift:
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const vec3 k = vec3(0.57735, 0.57735, 0.57735);
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float cosAngle = cos(hue);
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return vec3(color * cosAngle + cross(k, color) * sin(hue) + k * dot(k, color) * (1.0 - cosAngle));
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}
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void main()
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{
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kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
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kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
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kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
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vec4 result = u_background_color;
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vec4 layer0 = texture2D(u_layer0, v_uvs);
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float hue_shift = (layer0.a - 0.333) * 6.2831853;
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if (layer0.a > 0.5)
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{
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layer0.a = 1.0;
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}
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result = mix(result, layer0, layer0.a);
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float intersection_count = texture2D(u_layer2, v_uvs).r * 51.0; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float rest = mod(intersection_count + .01, 2.0);
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if (rest > 1.0 && rest < 1.5 && intersection_count < 49.0)
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{
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result = mix(vec4(shiftHue(layer0.rgb, hue_shift), result.a), vec4(1.,0.,0.,1.), u_flat_error_color_mix);
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}
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vec4 sum = vec4(0.0);
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for (int i = 0; i < 9; i++)
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{
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vec4 color = vec4(texture2D(u_layer1, v_uvs.xy + u_offset[i]).a);
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sum += color * (kernel[i] / u_outline_strength);
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}
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vec4 layer1 = texture2D(u_layer1, v_uvs);
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if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
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{
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gl_FragColor = result;
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}
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else
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{
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gl_FragColor = mix(result, u_outline_color, abs(sum.a));
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}
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gl_FragColor.a = gl_FragColor.a > 0.5 ? 1.0 : 0.0;
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}
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vertex41core =
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#version 410
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uniform highp mat4 u_modelViewProjectionMatrix;
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in highp vec4 a_vertex;
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in highp vec2 a_uvs;
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out highp vec2 v_uvs;
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void main()
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{
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gl_Position = u_modelViewProjectionMatrix * 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 sampler2D u_layer0; //Default pass.
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uniform sampler2D u_layer1; //Selection pass.
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uniform sampler2D u_layer2; //X-ray pass.
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uniform vec2 u_offset[9];
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uniform float u_outline_strength;
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uniform vec4 u_outline_color;
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uniform vec4 u_background_color;
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uniform float u_xray_error_strength;
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uniform float u_flat_error_color_mix;
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const vec3 x_axis = vec3(1.0, 0.0, 0.0);
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const vec3 y_axis = vec3(0.0, 1.0, 0.0);
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const vec3 z_axis = vec3(0.0, 0.0, 1.0);
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in vec2 v_uvs;
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out vec4 frag_color;
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float kernel[9];
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vec3 shiftHue(vec3 color, float hue)
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{
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// Make sure colors are distinct when grey-scale is used too:
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if ((max(max(color.r, color.g), color.b) - min(min(color.r, color.g), color.b)) < 0.1)
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{
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color = vec3(1.0, 0.0, 0.0);
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}
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// The actual hue shift:
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const vec3 k = vec3(0.57735, 0.57735, 0.57735);
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float cosAngle = cos(hue);
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return vec3(color * cosAngle + cross(k, color) * sin(hue) + k * dot(k, color) * (1.0 - cosAngle));
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}
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void main()
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{
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kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
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kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
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kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
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vec4 result = u_background_color;
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vec4 layer0 = texture(u_layer0, v_uvs);
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float hue_shift = (layer0.a - 0.333) * 6.2831853;
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if (layer0.a > 0.5)
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{
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layer0.a = 1.0;
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}
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result = mix(result, layer0, layer0.a);
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float intersection_count = texture(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float rest = mod(intersection_count + .01, 2.0);
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if (rest > 1.0 && rest < 1.5 && intersection_count < 49)
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{
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result = mix(vec4(shiftHue(layer0.rgb, hue_shift), result.a), vec4(1.,0.,0.,1.), u_flat_error_color_mix);
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}
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vec4 sum = vec4(0.0);
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for (int i = 0; i < 9; i++)
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{
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vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a);
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sum += color * (kernel[i] / u_outline_strength);
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}
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vec4 layer1 = texture(u_layer1, v_uvs);
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if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
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{
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frag_color = result;
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}
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else
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{
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frag_color = mix(result, u_outline_color, abs(sum.a));
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}
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frag_color.a = frag_color.a > 0.5 ? 1.0 : 0.0;
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}
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[defaults]
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u_layer0 = 0
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u_layer1 = 1
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u_layer2 = 2
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u_background_color = [0.965, 0.965, 0.965, 1.0]
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u_outline_strength = 1.0
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u_outline_color = [0.05, 0.66, 0.89, 1.0]
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u_flat_error_color_mix = 0.5
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[bindings]
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[attributes]
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a_vertex = vertex
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a_uvs = uv
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