diff options
author | Remco Burema <r.burema@ultimaker.com> | 2020-09-01 14:49:34 +0300 |
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committer | Remco Burema <r.burema@ultimaker.com> | 2020-09-01 14:49:34 +0300 |
commit | 8dbbe2bd3a6ebe6f5579b3b002cb8752339d86cc (patch) | |
tree | 6e935c9f36cba82e14c59b34c274c556725f9c33 /resources/shaders | |
parent | 72d31d2ae535d47c9854be851a7e14bd8ed2afc2 (diff) |
Use different colors below buildplate.
fixes #8254
Diffstat (limited to 'resources/shaders')
-rw-r--r-- | resources/shaders/overhang.shader | 8 | ||||
-rw-r--r-- | resources/shaders/striped.shader | 8 |
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; } |