Cura/resources/shaders/striped.shader
Remco Burema 2837640315
Invert colors at lowest print height.
Instead of inverting them if below 0 (build-plate). Fixes #8735

CURA-7871
2020-11-20 12:32:58 +01:00

180 lines
5.7 KiB
GLSL

[shaders]
vertex =
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewMatrix;
uniform highp mat4 u_projectionMatrix;
uniform highp mat4 u_normalMatrix;
attribute highp vec4 a_vertex;
attribute highp vec4 a_normal;
attribute highp vec2 a_uvs;
varying highp vec3 v_position;
varying highp vec3 v_vertex;
varying highp vec3 v_normal;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
v_position = gl_Position.xyz;
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
}
fragment =
uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_diffuseColor1;
uniform mediump vec4 u_diffuseColor2;
uniform mediump vec4 u_specularColor;
uniform mediump float u_opacity;
uniform highp vec3 u_lightPosition;
uniform mediump float u_shininess;
uniform highp vec3 u_viewPosition;
uniform mediump float u_width;
uniform bool u_vertical_stripes;
uniform lowp u_lowestPrintableHeight;
varying highp vec3 v_position;
varying highp vec3 v_vertex;
varying highp vec3 v_normal;
void main()
{
mediump vec4 finalColor = vec4(0.0);
mediump vec4 diffuseColor = u_vertical_stripes ?
(((mod(v_vertex.x, u_width) < (u_width / 2.)) ^^ (mod(v_vertex.z, u_width) < (u_width / 2.))) ? u_diffuseColor1 : u_diffuseColor2) :
((mod(((-v_vertex.x + v_vertex.y + v_vertex.z) * 4.), u_width) < (u_width / 2.)) ? u_diffuseColor1 : u_diffuseColor2);
/* Ambient Component */
finalColor += u_ambientColor;
highp vec3 normal = normalize(v_normal);
highp vec3 lightDir = normalize(u_lightPosition - v_vertex);
/* Diffuse Component */
highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
finalColor += (NdotL * diffuseColor);
/* Specular Component */
/* TODO: We should not do specularity for fragments facing away from the light.*/
highp vec3 reflectedLight = reflect(-lightDir, normal);
highp vec3 viewVector = normalize(u_viewPosition - v_vertex);
highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
finalColor += pow(NdotR, u_shininess) * u_specularColor;
if (v_vertex.y <= u_lowestPrintableHeight)
{
finalColor.rgb = vec3(1.0, 1.0, 1.0) - finalColor.rgb;
}
gl_FragColor = finalColor;
gl_FragColor.a = u_opacity;
}
vertex41core =
#version 410
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewMatrix;
uniform highp mat4 u_projectionMatrix;
uniform highp mat4 u_normalMatrix;
in highp vec4 a_vertex;
in highp vec4 a_normal;
in highp vec2 a_uvs;
out highp vec3 v_position;
out highp vec3 v_vertex;
out highp vec3 v_normal;
void main()
{
vec4 world_space_vert = u_modelMatrix * a_vertex;
gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert;
v_position = gl_Position.xyz;
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
}
fragment41core =
#version 410
uniform mediump vec4 u_ambientColor;
uniform mediump vec4 u_diffuseColor1;
uniform mediump vec4 u_diffuseColor2;
uniform mediump vec4 u_specularColor;
uniform mediump float u_opacity;
uniform highp vec3 u_lightPosition;
uniform mediump float u_shininess;
uniform highp vec3 u_viewPosition;
uniform mediump float u_width;
uniform mediump bool u_vertical_stripes;
uniform lowp float u_lowestPrintableHeight;
in highp vec3 v_position;
in highp vec3 v_vertex;
in highp vec3 v_normal;
out vec4 frag_color;
void main()
{
mediump vec4 finalColor = vec4(0.0);
mediump vec4 diffuseColor = u_vertical_stripes ?
(((mod(v_vertex.x, u_width) < (u_width / 2.)) ^^ (mod(v_vertex.z, u_width) < (u_width / 2.))) ? u_diffuseColor1 : u_diffuseColor2) :
((mod(((-v_vertex.x + v_vertex.y + v_vertex.z) * 4.), u_width) < (u_width / 2.)) ? u_diffuseColor1 : u_diffuseColor2);
/* Ambient Component */
finalColor += u_ambientColor;
highp vec3 normal = normalize(v_normal);
highp vec3 lightDir = normalize(u_lightPosition - v_vertex);
/* Diffuse Component */
highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0);
finalColor += (NdotL * diffuseColor);
/* Specular Component */
/* TODO: We should not do specularity for fragments facing away from the light.*/
highp vec3 reflectedLight = reflect(-lightDir, normal);
highp vec3 viewVector = normalize(u_viewPosition - v_vertex);
highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
finalColor += pow(NdotR, u_shininess) * u_specularColor;
frag_color = finalColor;
if (v_vertex.y <= u_lowestPrintableHeight)
{
frag_color.rgb = vec3(1.0, 1.0, 1.0) - frag_color.rgb;
}
frag_color.a = u_opacity;
}
[defaults]
u_ambientColor = [0.3, 0.3, 0.3, 1.0]
u_diffuseColor1 = [1.0, 0.5, 0.5, 1.0]
u_diffuseColor2 = [0.5, 0.5, 0.5, 1.0]
u_specularColor = [0.4, 0.4, 0.4, 1.0]
u_opacity = 1.0
u_shininess = 20.0
u_width = 5.0
u_vertical_stripes = 0
u_lowestPrintableHeight = 0.0
[bindings]
u_modelMatrix = model_matrix
u_viewMatrix = view_matrix
u_projectionMatrix = projection_matrix
u_normalMatrix = normal_matrix
u_viewPosition = view_position
u_lightPosition = light_0_position
u_diffuseColor1 = diffuse_color
u_diffuseColor2 = diffuse_color_2
[attributes]
a_vertex = vertex
a_normal = normal