orcaslicer/resources/shaders/gouraud.fs
zhou.xu 507a8a6d36 NEW: add overhang highlight area
overhang rgb=(200,0,0),remove supportType,do not save para after overhang operation preview

Change-Id: I947bbd9db264f00f0609b3f02140060f9a2621fb
(cherry picked from commit 796c4460fe998da206f9ca77973a20796fa1d3ca)
2023-07-07 17:25:51 +08:00

106 lines
No EOL
3.4 KiB
GLSL

#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 SlopeDetection slope;
//BBS: add outline_color
uniform bool is_outline;
uniform bool offset_depth_buffer;
#ifdef ENABLE_ENVIRONMENT_MAP
uniform sampler2D environment_tex;
uniform bool use_environment_tex;
#endif // ENABLE_ENVIRONMENT_MAP
varying vec3 clipping_planes_dots;
// x = diffuse, y = specular;
varying vec2 intensity;
uniform PrintVolumeDetection print_volume;
varying vec4 model_pos;
varying vec4 world_pos;
varying float world_normal_z;
varying vec3 eye_normal;
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 color = uniform_color.rgb;
float alpha = uniform_color.a;
if (slope.actived) {
if(world_pos.z<0.1&&world_pos.z>-0.1)
{
color = LightBlue;
alpha = 0.8;
}
else if( world_normal_z < slope.normal_z - EPSILON)
{
color = color * 0.5 + LightRed * 0.5;
alpha = 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);
color = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
}
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 = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
}
//BBS: add outline_color
if (is_outline)
gl_FragColor = uniform_color;
#ifdef ENABLE_ENVIRONMENT_MAP
else if (use_environment_tex)
gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
#endif
else
gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
// In the support painting gizmo and the seam painting gizmo are painted triangles rendered over the already
// rendered object. To resolved z-fighting between previously rendered object and painted triangles, values
// inside the depth buffer are offset by small epsilon for painted triangles inside those gizmos.
gl_FragDepth = gl_FragCoord.z - (offset_depth_buffer ? EPSILON : 0.0);
}