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authorJack Ha <j.ha@ultimaker.com>2017-02-02 19:08:20 +0300
committerJack Ha <j.ha@ultimaker.com>2017-02-02 19:08:20 +0300
commit0889722350ac9bfe981e93dbb22efe6dcd451280 (patch)
tree177773f4622b1b60cf0892150d8a925a8fe57206 /plugins/XRayView
parent4659d8616eacf3d78b76903d0080f476a45ec13f (diff)
Finishing up opengl 4.1 core profile things, it all works. CURA-3273
Diffstat (limited to 'plugins/XRayView')
-rw-r--r--plugins/XRayView/xray_composite.shader71
1 files changed, 71 insertions, 0 deletions
diff --git a/plugins/XRayView/xray_composite.shader b/plugins/XRayView/xray_composite.shader
index e7a38950bf..82dca52cf9 100644
--- a/plugins/XRayView/xray_composite.shader
+++ b/plugins/XRayView/xray_composite.shader
@@ -67,6 +67,77 @@ fragment =
}
}
+vertex41core =
+ #version 410
+ uniform highp mat4 u_modelViewProjectionMatrix;
+ in highp vec4 a_vertex;
+ in highp vec2 a_uvs;
+
+ out highp vec2 v_uvs;
+
+ void main()
+ {
+ gl_Position = u_modelViewProjectionMatrix * a_vertex;
+ v_uvs = a_uvs;
+ }
+
+fragment41core =
+ #version 410
+ uniform sampler2D u_layer0;
+ uniform sampler2D u_layer1;
+ uniform sampler2D u_layer2;
+
+ uniform vec2 u_offset[9];
+
+ uniform float u_outline_strength;
+ uniform vec4 u_outline_color;
+ uniform vec4 u_error_color;
+ uniform vec4 u_background_color;
+
+ const vec3 x_axis = vec3(1.0, 0.0, 0.0);
+ const vec3 y_axis = vec3(0.0, 1.0, 0.0);
+ const vec3 z_axis = vec3(0.0, 0.0, 1.0);
+
+ in vec2 v_uvs;
+ out vec4 frag_color;
+
+ float kernel[9];
+
+ void main()
+ {
+ kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
+ kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
+ kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
+
+ vec4 result = u_background_color;
+ vec4 layer0 = texture(u_layer0, v_uvs);
+
+ result = layer0 * layer0.a + result * (1.0 - layer0.a);
+
+ float intersection_count = (texture(u_layer2, v_uvs).r * 255.0) / 5.0;
+ if(mod(intersection_count, 2.0) == 1.0)
+ {
+ result = u_error_color;
+ }
+
+ vec4 sum = vec4(0.0);
+ for (int i = 0; i < 9; i++)
+ {
+ vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a);
+ sum += color * (kernel[i] / u_outline_strength);
+ }
+
+ vec4 layer1 = texture(u_layer1, v_uvs);
+ if((layer1.rgb == x_axis || layer1.rgb == y_axis || layer1.rgb == z_axis))
+ {
+ frag_color = result;
+ }
+ else
+ {
+ frag_color = mix(result, vec4(abs(sum.a)) * u_outline_color, abs(sum.a));
+ }
+ }
+
[defaults]
u_layer0 = 0
u_layer1 = 1