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authorRemco Burema <r.burema@ultimaker.com>2020-11-20 14:32:58 +0300
committerRemco Burema <r.burema@ultimaker.com>2020-11-20 14:32:58 +0300
commit2837640315acf20f9e2a3a141c37ba30bba6bb3e (patch)
treed70e373a04759399f70a646154d46c28cfa006ff /resources/shaders
parent39acad87d916b32c98e852b9e14b6b76b0070852 (diff)
Invert colors at lowest print height.
Instead of inverting them if below 0 (build-plate). Fixes #8735 CURA-7871
Diffstat (limited to 'resources/shaders')
-rw-r--r--resources/shaders/overhang.shader7
-rw-r--r--resources/shaders/striped.shader7
2 files changed, 10 insertions, 4 deletions
diff --git a/resources/shaders/overhang.shader b/resources/shaders/overhang.shader
index 3438c1b3ca..e16eb3e224 100644
--- a/resources/shaders/overhang.shader
+++ b/resources/shaders/overhang.shader
@@ -32,6 +32,7 @@ fragment =
uniform lowp float u_overhangAngle;
uniform lowp vec4 u_overhangColor;
+ uniform lowp float u_lowestPrintableHeight;
uniform lowp vec4 u_faceColor;
uniform highp int u_faceId;
@@ -65,7 +66,7 @@ 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)
+ if (f_vertex.y <= u_lowestPrintableHeight)
{
finalColor.rgb = vec3(1.0, 1.0, 1.0) - finalColor.rgb;
}
@@ -109,6 +110,7 @@ fragment41core =
uniform lowp float u_overhangAngle;
uniform lowp vec4 u_overhangColor;
+ uniform lowp float u_lowestPrintableHeight;
uniform lowp vec4 u_faceColor;
uniform highp int u_faceId;
@@ -141,7 +143,7 @@ fragment41core =
finalColor = (u_faceId != gl_PrimitiveID) ? ((f_vertex.y > 0.0001 && -normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor;
frag_color = finalColor;
- if (f_vertex.y <= 0.0)
+ if (f_vertex.y <= u_lowestPrintableHeight)
{
frag_color.rgb = vec3(1.0, 1.0, 1.0) - frag_color.rgb;
}
@@ -157,6 +159,7 @@ u_overhangColor = [1.0, 0.0, 0.0, 1.0]
u_faceColor = [0.0, 0.0, 1.0, 1.0]
u_shininess = 20.0
u_renderError = 1.0
+u_lowestPrintableHeight = 0.0
[bindings]
u_modelMatrix = model_matrix
diff --git a/resources/shaders/striped.shader b/resources/shaders/striped.shader
index 31ae2d5047..e83074473d 100644
--- a/resources/shaders/striped.shader
+++ b/resources/shaders/striped.shader
@@ -36,6 +36,7 @@ fragment =
uniform mediump float u_width;
uniform bool u_vertical_stripes;
+ uniform lowp u_lowestPrintableHeight;
varying highp vec3 v_position;
varying highp vec3 v_vertex;
@@ -64,7 +65,7 @@ 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)
+ if (v_vertex.y <= u_lowestPrintableHeight)
{
finalColor.rgb = vec3(1.0, 1.0, 1.0) - finalColor.rgb;
}
@@ -112,6 +113,7 @@ fragment41core =
uniform mediump float u_width;
uniform mediump bool u_vertical_stripes;
+ uniform lowp float u_lowestPrintableHeight;
in highp vec3 v_position;
in highp vec3 v_vertex;
@@ -144,7 +146,7 @@ fragment41core =
finalColor += pow(NdotR, u_shininess) * u_specularColor;
frag_color = finalColor;
- if (v_vertex.y <= 0.0)
+ if (v_vertex.y <= u_lowestPrintableHeight)
{
frag_color.rgb = vec3(1.0, 1.0, 1.0) - frag_color.rgb;
}
@@ -160,6 +162,7 @@ u_opacity = 1.0
u_shininess = 20.0
u_width = 5.0
u_vertical_stripes = 0
+u_lowestPrintableHeight = 0.0
[bindings]
u_modelMatrix = model_matrix