Cura/plugins/XRayView/xray_composite.shader
2015-12-14 13:58:24 +01:00

76 lines
1.7 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 =
uniform sampler2D u_layer0;
uniform sampler2D u_layer1;
uniform sampler2D u_layer2;
uniform sampler2D u_layer3;
uniform float u_imageWidth;
uniform float u_imageHeight;
uniform vec2 u_offset[9];
uniform float u_outline_strength;
uniform vec4 u_outline_color;
uniform vec4 u_error_color;
varying vec2 v_uvs;
float kernel[9];
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 = vec4(0.965, 0.965, 0.965, 1.0);
vec4 layer0 = texture2D(u_layer0, v_uvs);
result = layer0 * layer0.a + result * (1.0 - layer0.a);
float intersection_count = (texture2D(u_layer2, v_uvs).r * 255.0) / 5.0;
if(mod(intersection_count, 2.0) == 1.0)
{
result = u_error_color;
}
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);
}
gl_FragColor = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
}
[defaults]
u_layer0 = 0
u_layer1 = 1
u_layer2 = 2
u_layer3 = 3
u_outline_strength = 1.0
u_outline_color = [0.05, 0.66, 0.89, 1.0]
u_error_color = [1.0, 0.0, 0.0, 1.0]
[bindings]
[attributes]
a_vertex = vertex
a_uvs = uv