#version 110 const vec3 ZERO = vec3(0.0, 0.0, 0.0); //BBS: add grey and orange //const vec3 GREY = vec3(0.9, 0.9, 0.9); const vec3 ORANGE = vec3(0.8, 0.4, 0.0); const vec3 LightRed = vec3(0.78, 0.0, 0.0); const vec3 LightBlue = vec3(0.73, 1.0, 1.0); const float EPSILON = 0.0001; struct PrintVolumeDetection { // 0 = rectangle, 1 = circle, 2 = custom, 3 = invalid int type; // type = 0 (rectangle): // x = min.x, y = min.y, z = max.x, w = max.y // type = 1 (circle): // x = center.x, y = center.y, z = radius vec4 xy_data; // x = min z, y = max z vec2 z_data; }; struct SlopeDetection { bool actived; float normal_z; mat3 volume_world_normal_matrix; }; uniform vec4 uniform_color; uniform bool use_color_clip_plane; uniform vec4 uniform_color_clip_plane_1; uniform vec4 uniform_color_clip_plane_2; uniform SlopeDetection slope; //BBS: add outline_color uniform bool is_outline; uniform sampler2D depth_tex; uniform vec2 screen_size; #ifdef ENABLE_ENVIRONMENT_MAP uniform sampler2D environment_tex; uniform bool use_environment_tex; #endif // ENABLE_ENVIRONMENT_MAP uniform PrintVolumeDetection print_volume; uniform float z_far; uniform float z_near; varying vec3 clipping_planes_dots; varying float color_clip_plane_dot; // x = diffuse, y = specular; varying vec2 intensity; varying vec4 world_pos; varying float world_normal_z; varying vec3 eye_normal; vec3 getBackfaceColor(vec3 fill) { float brightness = 0.2126 * fill.r + 0.7152 * fill.g + 0.0722 * fill.b; return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988); } // Silhouette edge detection & rendering algorithem by leoneruggiero // https://www.shadertoy.com/view/DslXz2 #define INFLATE 1 float GetTolerance(float d, float k) { // ------------------------------------------- // Find a tolerance for depth that is constant // in view space (k in view space). // // tol = k*ddx(ZtoDepth(z)) // ------------------------------------------- float A=- (z_far+z_near)/(z_far-z_near); float B=-2.0*z_far*z_near /(z_far-z_near); d = d*2.0-1.0; return -k*(d+A)*(d+A)/B; } float DetectSilho(vec2 fragCoord, vec2 dir) { // ------------------------------------------- // x0 ___ x1----o // :\ : // r0 : \ : r1 // : \ : // o---x2 ___ x3 // // r0 and r1 are the differences between actual // and expected (as if x0..3 where on the same // plane) depth values. // ------------------------------------------- float x0 = abs(texture2D(depth_tex, (fragCoord + dir*-2.0) / screen_size).r); float x1 = abs(texture2D(depth_tex, (fragCoord + dir*-1.0) / screen_size).r); float x2 = abs(texture2D(depth_tex, (fragCoord + dir* 0.0) / screen_size).r); float x3 = abs(texture2D(depth_tex, (fragCoord + dir* 1.0) / screen_size).r); float d0 = (x1-x0); float d1 = (x2-x3); float r0 = x1 + d0 - x2; float r1 = x2 + d1 - x1; float tol = GetTolerance(x2, 0.04); return smoothstep(0.0, tol*tol, max( - r0*r1, 0.0)); } float DetectSilho(vec2 fragCoord) { return max( DetectSilho(fragCoord, vec2(1,0)), // Horizontal DetectSilho(fragCoord, vec2(0,1)) // Vertical ); } void main() { if (any(lessThan(clipping_planes_dots, ZERO))) discard; vec4 color; if (use_color_clip_plane) { color.rgb = (color_clip_plane_dot < 0.0) ? uniform_color_clip_plane_1.rgb : uniform_color_clip_plane_2.rgb; color.a = uniform_color.a; } else color = uniform_color; if (slope.actived) { if(world_pos.z<0.1&&world_pos.z>-0.1) { color.rgb = LightBlue; color.a = 0.8; } else if( world_normal_z < slope.normal_z - EPSILON) { color.rgb = color.rgb * 0.5 + LightRed * 0.5; color.a = 0.8; } } // if the fragment is outside the print volume -> use darker color vec3 pv_check_min = ZERO; vec3 pv_check_max = ZERO; if (print_volume.type == 0) { // rectangle pv_check_min = world_pos.xyz - vec3(print_volume.xy_data.x, print_volume.xy_data.y, print_volume.z_data.x); pv_check_max = world_pos.xyz - vec3(print_volume.xy_data.z, print_volume.xy_data.w, print_volume.z_data.y); } else if (print_volume.type == 1) { // circle float delta_radius = print_volume.xy_data.z - distance(world_pos.xy, print_volume.xy_data.xy); pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x); pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y); } color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb; //BBS: add outline_color if (is_outline) { color = vec4(vec3(intensity.y) + color.rgb * intensity.x, color.a); vec2 fragCoord = gl_FragCoord.xy; float s = DetectSilho(fragCoord); // Makes silhouettes thicker. for(int i=1;i<=INFLATE; i++) { s = max(s, DetectSilho(fragCoord.xy + vec2(i, 0))); s = max(s, DetectSilho(fragCoord.xy + vec2(0, i))); } gl_FragColor = vec4(mix(color.rgb, getBackfaceColor(color.rgb), s), color.a); } #ifdef ENABLE_ENVIRONMENT_MAP else if (use_environment_tex) gl_FragColor = vec4(0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * intensity.x, color.a); #endif else gl_FragColor = vec4(vec3(intensity.y) + color.rgb * intensity.x, color.a); }