Cura/plugins/SimulationView/layers_shadow.shader
Erwan MATHIEU 34a746654d Properly display the unretraction travel moves
This is required due to the addition of the MoveUnretraction segment type in the engine. Those moves need to be displayed as travel moves, with a new color.

CURA-11830
2024-05-16 13:15:57 +02:00

183 lines
5.2 KiB
GLSL

[shaders]
vertex =
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewMatrix;
uniform highp mat4 u_projectionMatrix;
uniform lowp float u_active_extruder;
uniform lowp float u_shade_factor;
uniform highp int u_layer_view_type;
attribute highp float a_extruder;
attribute highp float a_line_type;
attribute highp vec4 a_vertex;
attribute lowp vec4 a_color;
attribute lowp vec4 a_material_color;
varying lowp vec4 v_color;
varying float v_line_type;
void main()
{
gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
// shade the color depending on the extruder index
v_color = vec4(0.4, 0.4, 0.4, 0.9); // default color for not current layer;
// 8 and 9 are travel moves
// if ((a_line_type != 8.0) && (a_line_type != 9.0)) {
// v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a);
// }
v_line_type = a_line_type;
}
fragment =
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif // GL_FRAGMENT_PRECISION_HIGH
#endif // GL_ES
varying lowp vec4 v_color;
varying float v_line_type;
uniform int u_show_travel_moves;
uniform int u_show_helpers;
uniform int u_show_skin;
uniform int u_show_infill;
void main()
{
// travel moves: 8, 9 or 12
if ((u_show_travel_moves == 0) &&
(((v_line_type >= 7.5) && (v_line_type <= 9.5)) ||
((v_line_type >= 11.5) && (v_line_type <= 12.5))))
// discard movements
discard;
}
// support: 4, 5, 7, 10, 11
if ((u_show_helpers == 0) && (
((v_line_type >= 3.5) && (v_line_type <= 4.5)) ||
((v_line_type >= 6.5) && (v_line_type <= 7.5)) ||
((v_line_type >= 9.5) && (v_line_type <= 10.5)) ||
((v_line_type >= 4.5) && (v_line_type <= 5.5)) ||
((v_line_type >= 10.5) && (v_line_type <= 11.5))
))
{
discard;
}
// skin: 1, 2, 3
if ((u_show_skin == 0) && (
(v_line_type >= 0.5) && (v_line_type <= 3.5)
)) {
discard;
}
// infill:
if ((u_show_infill == 0) && (v_line_type >= 5.5) && (v_line_type <= 6.5))
{
// discard movements
discard;
}
gl_FragColor = v_color;
}
vertex41core =
#version 410
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewMatrix;
uniform highp mat4 u_projectionMatrix;
uniform lowp float u_active_extruder;
uniform lowp float u_shade_factor;
uniform highp int u_layer_view_type;
in highp float a_extruder;
in highp float a_line_type;
in highp vec4 a_vertex;
in lowp vec4 a_color;
in lowp vec4 a_material_color;
out lowp vec4 v_color;
out float v_line_type;
void main()
{
gl_Position = u_projectionMatrix * u_viewMatrix * u_modelMatrix * a_vertex;
v_color = vec4(0.4, 0.4, 0.4, 0.9); // default color for not current layer
// if ((a_line_type != 8) && (a_line_type != 9)) {
// v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a);
// }
v_line_type = a_line_type;
}
fragment41core =
#version 410
in lowp vec4 v_color;
in float v_line_type;
out vec4 frag_color;
uniform int u_show_travel_moves;
uniform int u_show_helpers;
uniform int u_show_skin;
uniform int u_show_infill;
void main()
{
// travel moves: 8, 9 or 12
if ((u_show_travel_moves == 0) &&
(((v_line_type >= 7.5) && (v_line_type <= 9.5)) ||
((v_line_type >= 11.5) && (v_line_type <= 12.5))))
// discard movements
discard;
}
// helpers: 4, 5, 7, 10, 11
if ((u_show_helpers == 0) && (
((v_line_type >= 3.5) && (v_line_type <= 4.5)) ||
((v_line_type >= 6.5) && (v_line_type <= 7.5)) ||
((v_line_type >= 9.5) && (v_line_type <= 10.5)) ||
((v_line_type >= 4.5) && (v_line_type <= 5.5)) ||
((v_line_type >= 10.5) && (v_line_type <= 11.5))
)) {
discard;
}
// skin: 1, 2, 3
if ((u_show_skin == 0) && (
(v_line_type >= 0.5) && (v_line_type <= 3.5)
)) {
discard;
}
// infill:
if ((u_show_infill == 0) && (v_line_type >= 5.5) && (v_line_type <= 6.5)) {
// discard movements
discard;
}
frag_color = v_color;
}
[defaults]
u_active_extruder = 0.0
u_shade_factor = 0.60
u_layer_view_type = 0
u_extruder_opacity = [[1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0]]
u_show_travel_moves = 0
u_show_helpers = 1
u_show_skin = 1
u_show_infill = 1
[bindings]
u_modelMatrix = model_matrix
u_viewMatrix = view_matrix
u_projectionMatrix = projection_matrix
[attributes]
a_vertex = vertex
a_color = color
a_extruder = extruder
a_line_type = line_type
a_material_color = material_color