Cura/plugins/SimulationView/layers3d_shadow.shader
Ghostkeeper dc28370178
Remove implicit casts and comparisons of int to float
We can't change this index to an integer, because varying variables can't be integer, even though this variable will only really be tested on vertex level. Not sure if varying was the right choice, but I don't want to change that.
This prevents a crash, probably only occurring on certain GPUs.

Contributes to issue CURA-8657.
2021-11-15 15:19:57 +01:00

301 lines
12 KiB
GLSL

[shaders]
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 mat4 u_extruder_opacity; // currently only for max 16 extruders, others always visible
uniform highp mat4 u_normalMatrix;
in highp vec4 a_vertex;
in lowp vec4 a_color;
in lowp vec4 a_grayColor;
in lowp vec4 a_material_color;
in highp vec4 a_normal;
in highp vec2 a_line_dim; // line width and thickness
in highp float a_extruder;
in highp float a_line_type;
in highp float a_vertex_index;
out lowp vec4 v_color;
out highp vec3 v_vertex;
out highp vec3 v_normal;
out lowp vec2 v_line_dim;
out highp int v_extruder;
out highp mat4 v_extruder_opacity;
out highp float v_line_type;
out highp float v_index;
out lowp vec4 f_color;
out highp vec3 f_vertex;
out highp vec3 f_normal;
void main()
{
vec4 v1_vertex = a_vertex;
v1_vertex.y -= a_line_dim.y / 2; // half layer down
vec4 world_space_vert = u_modelMatrix * v1_vertex;
gl_Position = world_space_vert;
// shade the color depending on the extruder index stored in the alpha component of the color
v_color = vec4(0.4, 0.4, 0.4, 0.9); // default color for not current layer
v_vertex = world_space_vert.xyz;
v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
v_line_dim = a_line_dim;
v_extruder = int(a_extruder);
v_line_type = a_line_type;
v_index = a_vertex_index;
v_extruder_opacity = u_extruder_opacity;
// for testing without geometry shader
f_color = v_color;
f_vertex = v_vertex;
f_normal = v_normal;
}
geometry41core =
#version 410
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewMatrix;
uniform highp mat4 u_projectionMatrix;
uniform int u_show_travel_moves;
uniform int u_show_helpers;
uniform int u_show_skin;
uniform int u_show_infill;
uniform highp vec2 u_drawRange;
layout(lines) in;
layout(triangle_strip, max_vertices = 26) out;
in vec4 v_color[];
in vec3 v_vertex[];
in vec3 v_normal[];
in vec2 v_line_dim[];
in int v_extruder[];
in mat4 v_extruder_opacity[];
in float v_line_type[];
in float v_index[];
out vec4 f_color;
out vec3 f_normal;
out vec3 f_vertex;
// Set the set of variables and EmitVertex
void myEmitVertex(vec3 vertex, vec4 color, vec3 normal, vec4 pos) {
f_vertex = vertex;
f_color = color;
f_normal = normal;
gl_Position = pos;
EmitVertex();
}
void main()
{
highp mat4 viewProjectionMatrix = u_projectionMatrix * u_viewMatrix;
vec4 g_vertex_delta;
vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers
vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position
vec3 g_vertex_normal_vert;
vec4 g_vertex_offset_vert;
vec3 g_vertex_normal_horz_head;
vec4 g_vertex_offset_horz_head;
float size_x;
float size_y;
if (u_drawRange[0] >= 0.0 && u_drawRange[1] >= 0.0 && (v_index[0] < u_drawRange[0] || v_index[0] >= u_drawRange[1]))
{
return;
}
if ((v_extruder_opacity[0][int(mod(v_extruder[0], 4))][v_extruder[0] / 4] == 0.0) && (v_line_type[0] != 8) && (v_line_type[0] != 9)) {
return;
}
// See LayerPolygon; 8 is MoveCombingType, 9 is RetractionType
if ((u_show_travel_moves == 0) && ((v_line_type[0] == 8) || (v_line_type[0] == 9))) {
return;
}
if ((u_show_helpers == 0) && ((v_line_type[0] == 4) || (v_line_type[0] == 5) || (v_line_type[0] == 7) || (v_line_type[0] == 10))) {
return;
}
if ((u_show_skin == 0) && ((v_line_type[0] == 1) || (v_line_type[0] == 2) || (v_line_type[0] == 3))) {
return;
}
if ((u_show_infill == 0) && (v_line_type[0] == 6)) {
return;
}
if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
// fixed size for movements
size_x = 0.05;
} else {
size_x = v_line_dim[1].x / 2 + 0.01; // radius, and make it nicely overlapping
}
size_y = v_line_dim[1].y / 2 + 0.01;
g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position;
g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z));
g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0);
g_vertex_normal_horz = normalize(vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x));
g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //size * g_vertex_normal_horz;
g_vertex_normal_vert = vec3(0.0, 1.0, 0.0);
g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0);
if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) {
vec4 va_head = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert);
vec4 va_up = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert);
vec4 va_down = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert);
vec4 vb_head = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head + g_vertex_offset_vert);
vec4 vb_down = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert);
vec4 vb_up = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert);
// Travels: flat plane with pointy ends
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_head);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_down);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_down);
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_up);
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_head);
//And reverse so that the line is also visible from the back side.
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_up);
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_down);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_down);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_head);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up);
EndPrimitive();
} else {
vec4 va_m_horz = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz);
vec4 vb_m_horz = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz);
vec4 va_p_vert = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert);
vec4 vb_p_vert = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert);
vec4 va_p_horz = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz);
vec4 vb_p_horz = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz);
vec4 va_m_vert = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert);
vec4 vb_m_vert = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert);
vec4 va_head = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head);
vec4 vb_head = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head);
// All normal lines are rendered as 3d tubes.
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_p_vert);
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_p_vert);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz);
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz);
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, va_m_vert);
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, vb_m_vert);
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
EndPrimitive();
// left side
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_p_vert);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, va_head);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz);
EndPrimitive();
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz);
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, va_m_vert);
myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, va_head);
myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz);
EndPrimitive();
// right side
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz);
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_p_vert);
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, vb_head);
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
EndPrimitive();
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz);
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, vb_m_vert);
myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, vb_head);
myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz);
EndPrimitive();
}
}
fragment41core =
#version 410
in lowp vec4 f_color;
in lowp vec3 f_normal;
in lowp vec3 f_vertex;
out vec4 frag_color;
uniform mediump vec4 u_ambientColor;
uniform highp vec3 u_lightPosition;
void main()
{
mediump vec4 finalColor = vec4(0.0);
float alpha = f_color.a;
finalColor.rgb += f_color.rgb * 0.3;
highp vec3 normal = normalize(f_normal);
highp vec3 light_dir = normalize(u_lightPosition - f_vertex);
// Diffuse Component
highp float NdotL = clamp(dot(normal, light_dir), 0.0, 1.0);
finalColor += (NdotL * f_color);
finalColor.a = alpha; // Do not change alpha in any way
frag_color = finalColor;
}
[defaults]
u_active_extruder = 0.0
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_specularColor = [0.4, 0.4, 0.4, 1.0]
u_ambientColor = [0.3, 0.3, 0.3, 0.0]
u_diffuseColor = [1.0, 0.79, 0.14, 1.0]
u_shininess = 20.0
u_show_travel_moves = 0
u_show_helpers = 1
u_show_skin = 1
u_show_infill = 1
u_drawRange = [-1.0, -1.0]
[bindings]
u_modelMatrix = model_matrix
u_viewMatrix = view_matrix
u_projectionMatrix = projection_matrix
u_normalMatrix = normal_matrix
u_lightPosition = light_0_position
u_drawRange = draw_range
[attributes]
a_vertex = vertex
a_color = color
a_grayColor = vec4(0.87, 0.12, 0.45, 1.0)
a_normal = normal
a_line_dim = line_dim
a_extruder = extruder
a_material_color = material_color
a_line_type = line_type
a_vertex_index = vertex_index