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authorRemco Burema <r.burema@ultimaker.com>2020-09-01 14:49:34 +0300
committerRemco Burema <r.burema@ultimaker.com>2020-09-01 14:49:34 +0300
commit8dbbe2bd3a6ebe6f5579b3b002cb8752339d86cc (patch)
tree6e935c9f36cba82e14c59b34c274c556725f9c33
parent72d31d2ae535d47c9854be851a7e14bd8ed2afc2 (diff)
Use different colors below buildplate.
fixes #8254
-rw-r--r--resources/shaders/overhang.shader8
-rw-r--r--resources/shaders/striped.shader8
2 files changed, 16 insertions, 0 deletions
diff --git a/resources/shaders/overhang.shader b/resources/shaders/overhang.shader
index a43b44f181..e5d200faa2 100644
--- a/resources/shaders/overhang.shader
+++ b/resources/shaders/overhang.shader
@@ -65,6 +65,10 @@ fragment =
highp vec3 grid = vec3(f_vertex.x - floor(f_vertex.x - 0.5), f_vertex.y - floor(f_vertex.y - 0.5), f_vertex.z - floor(f_vertex.z - 0.5));
finalColor.a = (u_renderError > 0.5) && dot(grid, grid) < 0.245 ? 0.667 : 1.0;
+ if (f_vertex.y < 0.0)
+ {
+ finalColor.rgb = vec3(1.0, 1.0, 1.0) - finalColor.rgb;
+ }
gl_FragColor = finalColor;
}
@@ -137,6 +141,10 @@ fragment41core =
finalColor = (u_faceId != gl_PrimitiveID) ? ((-normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor;
frag_color = finalColor;
+ if (f_vertex.y < 0.0)
+ {
+ frag_color.rgb = vec3(1.0, 1.0, 1.0) - frag_color.rgb;
+ }
vec3 grid = f_vertex - round(f_vertex);
frag_color.a = (u_renderError > 0.5) && dot(grid, grid) < 0.245 ? 0.667 : 1.0;
}
diff --git a/resources/shaders/striped.shader b/resources/shaders/striped.shader
index 07ce2bebe6..eba3b73ee7 100644
--- a/resources/shaders/striped.shader
+++ b/resources/shaders/striped.shader
@@ -64,6 +64,10 @@ fragment =
highp vec3 viewVector = normalize(u_viewPosition - v_vertex);
highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0);
finalColor += pow(NdotR, u_shininess) * u_specularColor;
+ if (v_vertex.y < 0.0)
+ {
+ finalColor.rgb = vec3(1.0, 1.0, 1.0) - finalColor.rgb;
+ }
gl_FragColor = finalColor;
gl_FragColor.a = u_opacity;
@@ -140,6 +144,10 @@ fragment41core =
finalColor += pow(NdotR, u_shininess) * u_specularColor;
frag_color = finalColor;
+ if (v_vertex.y < 0.0)
+ {
+ frag_color.rgb = vec3(1.0, 1.0, 1.0) - frag_color.rgb;
+ }
frag_color.a = u_opacity;
}