orcaslicer/resources/shaders/140/mm_gouraud.vs
Noisyfox 03a9014d3a
Show wireframe in MMU painter gizmo (#2808)
* Remove unused shader files

* Port wireframe shader from BBS

* Enable wireframe in MMU painter

Co-Authored-By: zhou.xu <zhou.xu@bambulab.com>

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Co-authored-by: zhou.xu <zhou.xu@bambulab.com>
2023-11-21 17:17:22 +08:00

41 lines
1.2 KiB
GLSL

#version 140
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
uniform vec2 z_range;
// Clipping plane - general orientation. Used by the SLA gizmo.
uniform vec4 clipping_plane;
in vec3 v_position;
in vec3 v_barycentric;
out vec3 clipping_planes_dots;
out vec4 model_pos;
out vec4 world_pos;
out vec3 barycentric_coordinates;
struct SlopeDetection
{
bool actived;
float normal_z;
mat3 volume_world_normal_matrix;
};
uniform SlopeDetection slope;
void main()
{
model_pos = vec4(v_position, 1.0);
// Point in homogenous coordinates.
world_pos = volume_world_matrix * model_pos;
gl_Position = projection_matrix * view_model_matrix * model_pos;
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
//compute the Barycentric Coordinates
barycentric_coordinates = v_barycentric;
}