orcaslicer/resources/shaders/gouraud.fs
lane.wei 1555904bef Add the full source of BambuStudio
using version 1.0.10
2022-07-15 23:42:08 +08:00

81 lines
No EOL
2.2 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 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 && world_normal_z < slope.normal_z - EPSILON) {
//color = vec3(0.7, 0.7, 1.0);
color = ORANGE;
alpha = 1.0;
}
//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);
}