Cura/resources/shaders/xray_composite.shader
Remco Burema 4c4e611629
Fix x-ray error color.
X-ray errors showed as green and translucent instead of read and solid. Now fixed.
CURA-7407
2020-04-29 12:06:20 +02:00

209 lines
6.0 KiB
GLSL

[shaders]
vertex =
uniform highp mat4 u_modelViewProjectionMatrix;
attribute highp vec4 a_vertex;
attribute highp vec2 a_uvs;
varying highp vec2 v_uvs;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_uvs = a_uvs;
}
fragment =
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif // GL_FRAGMENT_PRECISION_HIGH
#endif // GL_ES
uniform sampler2D u_layer0; //Default pass.
uniform sampler2D u_layer1; //Selection pass.
uniform sampler2D u_layer2; //X-ray pass.
uniform vec2 u_offset[9];
uniform float u_outline_strength;
uniform vec4 u_outline_color;
uniform vec4 u_background_color;
uniform float u_xray_error_strength;
uniform float u_flat_error_color_mix;
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);
varying vec2 v_uvs;
float kernel[9];
vec3 shiftHue(vec3 color, float hue)
{
// Make sure colors are distinct when grey-scale is used too:
if ((max(max(color.r, color.g), color.b) - min(min(color.r, color.g), color.b)) < 0.1)
{
color = vec3(1.0, 0.0, 0.0);
}
// The actual hue shift:
const vec3 k = vec3(0.57735, 0.57735, 0.57735);
float cosAngle = cos(hue);
return vec3(color * cosAngle + cross(k, color) * sin(hue) + k * dot(k, color) * (1.0 - cosAngle));
}
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 = texture2D(u_layer0, v_uvs);
float hue_shift = (layer0.a - 0.333) * 6.2831853;
if (layer0.a > 0.5)
{
layer0.a = 1.0;
}
result = mix(result, layer0, layer0.a);
float intersection_count = texture2D(u_layer2, v_uvs).r * 51.0; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
float rest = mod(intersection_count + .01, 2.0);
if (rest > 1.0 && rest < 1.5 && intersection_count < 49.0)
{
result = mix(vec4(shiftHue(layer0.rgb, hue_shift), result.a), vec4(1.,0.,0.,1.), u_flat_error_color_mix);
}
vec4 sum = vec4(0.0);
for (int i = 0; i < 9; i++)
{
vec4 color = vec4(texture2D(u_layer1, v_uvs.xy + u_offset[i]).a);
sum += color * (kernel[i] / u_outline_strength);
}
vec4 layer1 = texture2D(u_layer1, v_uvs);
if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
{
gl_FragColor = result;
}
else
{
gl_FragColor = mix(result, u_outline_color, abs(sum.a));
}
gl_FragColor.a = gl_FragColor.a > 0.5 ? 1.0 : 0.0;
}
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; //Default pass.
uniform sampler2D u_layer1; //Selection pass.
uniform sampler2D u_layer2; //X-ray pass.
uniform vec2 u_offset[9];
uniform float u_outline_strength;
uniform vec4 u_outline_color;
uniform vec4 u_background_color;
uniform float u_xray_error_strength;
uniform float u_flat_error_color_mix;
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];
vec3 shiftHue(vec3 color, float hue)
{
// Make sure colors are distinct when grey-scale is used too:
if ((max(max(color.r, color.g), color.b) - min(min(color.r, color.g), color.b)) < 0.1)
{
color = vec3(1.0, 0.0, 0.0);
}
// The actual hue shift:
const vec3 k = vec3(0.57735, 0.57735, 0.57735);
float cosAngle = cos(hue);
return vec3(color * cosAngle + cross(k, color) * sin(hue) + k * dot(k, color) * (1.0 - cosAngle));
}
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);
float hue_shift = (layer0.a - 0.333) * 6.2831853;
if (layer0.a > 0.5)
{
layer0.a = 1.0;
}
result = mix(result, layer0, layer0.a);
float intersection_count = texture(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
float rest = mod(intersection_count + .01, 2.0);
if (rest > 1.0 && rest < 1.5 && intersection_count < 49)
{
result = mix(vec4(shiftHue(layer0.rgb, hue_shift), result.a), vec4(1.,0.,0.,1.), u_flat_error_color_mix);
}
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, u_outline_color, abs(sum.a));
}
frag_color.a = frag_color.a > 0.5 ? 1.0 : 0.0;
}
[defaults]
u_layer0 = 0
u_layer1 = 1
u_layer2 = 2
u_background_color = [0.965, 0.965, 0.965, 1.0]
u_outline_strength = 1.0
u_outline_color = [0.05, 0.66, 0.89, 1.0]
u_flat_error_color_mix = 0.5
[bindings]
[attributes]
a_vertex = vertex
a_uvs = uv