diff options
author | Jack Ha <j.ha@ultimaker.com> | 2017-01-31 19:05:00 +0300 |
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committer | Jack Ha <j.ha@ultimaker.com> | 2017-01-31 19:05:00 +0300 |
commit | e31a6950614e5fa8a031fb8a68c037fb685581a9 (patch) | |
tree | 3dc22a37c6750beb1b3bd6f5d05a787df4f3361a /resources/shaders | |
parent | aa923321f80aafa6ed473746f73f2d9e98fd7121 (diff) |
WIP OpenGL 4.1 core profile. CURA-3273
Diffstat (limited to 'resources/shaders')
-rw-r--r-- | resources/shaders/grid.shader | 31 | ||||
-rw-r--r-- | resources/shaders/overhang.shader | 67 | ||||
-rw-r--r-- | resources/shaders/striped.shader | 68 | ||||
-rw-r--r-- | resources/shaders/transparent_object.shader | 53 |
4 files changed, 219 insertions, 0 deletions
diff --git a/resources/shaders/grid.shader b/resources/shaders/grid.shader index c05b9ba15c..74eed544fd 100644 --- a/resources/shaders/grid.shader +++ b/resources/shaders/grid.shader @@ -27,6 +27,37 @@ fragment = gl_FragColor = u_gridColor1; } +vertex41core = + #version 410 + uniform highp mat4 u_modelViewProjectionMatrix; + + in highp vec4 a_vertex; + in lowp vec2 a_uvs; + + out lowp vec2 v_uvs; + + void main() + { + gl_Position = u_modelViewProjectionMatrix * a_vertex; + v_uvs = a_uvs; + } + +fragment41core = + #version 410 + uniform lowp vec4 u_gridColor0; + uniform lowp vec4 u_gridColor1; + + in lowp vec2 v_uvs; + out vec4 frag_color; + + void main() + { + if (mod(floor(v_uvs.x / 10.0) - floor(v_uvs.y / 10.0), 2.0) < 1.0) + frag_color = u_gridColor0; + else + frag_color = u_gridColor1; + } + [defaults] u_gridColor0 = [0.96, 0.96, 0.96, 1.0] u_gridColor1 = [0.8, 0.8, 0.8, 1.0] diff --git a/resources/shaders/overhang.shader b/resources/shaders/overhang.shader index 4e5999a693..b9cf53f8b7 100644 --- a/resources/shaders/overhang.shader +++ b/resources/shaders/overhang.shader @@ -62,6 +62,73 @@ fragment = gl_FragColor.a = 1.0; } +vertex41core = + #version 410 + uniform highp mat4 u_modelMatrix; + uniform highp mat4 u_viewProjectionMatrix; + uniform highp mat4 u_normalMatrix; + + in highp vec4 a_vertex; + in highp vec4 a_normal; + in highp vec2 a_uvs; + + out highp vec3 f_vertex; + out highp vec3 f_normal; + + void main() + { + vec4 world_space_vert = u_modelMatrix * a_vertex; + gl_Position = u_viewProjectionMatrix * world_space_vert; + + f_vertex = world_space_vert.xyz; + f_normal = (u_normalMatrix * normalize(a_normal)).xyz; + } + +fragment41core = + #version 410 + uniform mediump vec4 u_ambientColor; + uniform mediump vec4 u_diffuseColor; + uniform mediump vec4 u_specularColor; + uniform highp vec3 u_lightPosition; + uniform mediump float u_shininess; + uniform highp vec3 u_viewPosition; + + uniform lowp float u_overhangAngle; + uniform lowp vec4 u_overhangColor; + + in highp vec3 f_vertex; + in highp vec3 f_normal; + + out vec4 frag_color; + + void main() + { + + mediump vec4 finalColor = vec4(0.0); + + // Ambient Component + finalColor += u_ambientColor; + + highp vec3 normal = normalize(f_normal); + highp vec3 lightDir = normalize(u_lightPosition - f_vertex); + + // Diffuse Component + highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0); + finalColor += (NdotL * u_diffuseColor); + + // Specular Component + // TODO: We should not do specularity for fragments facing away from the light. + highp vec3 reflectedLight = reflect(-lightDir, normal); + highp vec3 viewVector = normalize(u_viewPosition - f_vertex); + highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0); + finalColor += pow(NdotR, u_shininess) * u_specularColor; + + finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor; + + frag_color = finalColor; + frag_color.a = 1.0; + } + [defaults] u_ambientColor = [0.3, 0.3, 0.3, 1.0] u_diffuseColor = [1.0, 0.79, 0.14, 1.0] diff --git a/resources/shaders/striped.shader b/resources/shaders/striped.shader index 0114f0b2cb..ce7d14e39e 100644 --- a/resources/shaders/striped.shader +++ b/resources/shaders/striped.shader @@ -63,6 +63,74 @@ fragment = gl_FragColor.a = 1.0; } +vertex41core = + #version 410 + uniform highp mat4 u_modelMatrix; + uniform highp mat4 u_viewProjectionMatrix; + uniform highp mat4 u_normalMatrix; + + in highp vec4 a_vertex; + in highp vec4 a_normal; + in highp vec2 a_uvs; + + out highp vec3 v_position; + out highp vec3 v_vertex; + out highp vec3 v_normal; + + void main() + { + vec4 world_space_vert = u_modelMatrix * a_vertex; + gl_Position = u_viewProjectionMatrix * world_space_vert; + + v_position = gl_Position.xyz; + v_vertex = world_space_vert.xyz; + v_normal = (u_normalMatrix * normalize(a_normal)).xyz; + } + +fragment41core = + #version 410 + uniform mediump vec4 u_ambientColor; + uniform mediump vec4 u_diffuseColor1; + uniform mediump vec4 u_diffuseColor2; + uniform mediump vec4 u_specularColor; + uniform highp vec3 u_lightPosition; + uniform mediump float u_shininess; + uniform highp vec3 u_viewPosition; + + uniform mediump float u_width; + + in highp vec3 v_position; + in highp vec3 v_vertex; + in highp vec3 v_normal; + + out vec4 frag_color; + + void main() + { + mediump vec4 finalColor = vec4(0.0); + mediump vec4 diffuseColor = (mod((-v_position.x + v_position.y), u_width) < (u_width / 2.)) ? u_diffuseColor1 : u_diffuseColor2; + + /* Ambient Component */ + finalColor += u_ambientColor; + + highp vec3 normal = normalize(v_normal); + highp vec3 lightDir = normalize(u_lightPosition - v_vertex); + + /* Diffuse Component */ + highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0); + finalColor += (NdotL * diffuseColor); + + /* Specular Component */ + /* TODO: We should not do specularity for fragments facing away from the light.*/ + highp vec3 reflectedLight = reflect(-lightDir, normal); + 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; + + frag_color = finalColor; + frag_color.a = 1.0; + } + [defaults] u_ambientColor = [0.3, 0.3, 0.3, 1.0] u_diffuseColor1 = [1.0, 0.5, 0.5, 1.0] diff --git a/resources/shaders/transparent_object.shader b/resources/shaders/transparent_object.shader index cd27a40769..faa43bb46c 100644 --- a/resources/shaders/transparent_object.shader +++ b/resources/shaders/transparent_object.shader @@ -48,6 +48,59 @@ fragment = gl_FragColor.a = u_opacity; } +vertex41core = + #version 410 + uniform highp mat4 u_modelMatrix; + uniform highp mat4 u_viewProjectionMatrix; + uniform highp mat4 u_normalMatrix; + + in highp vec4 a_vertex; + in highp vec4 a_normal; + in highp vec2 a_uvs; + + out highp vec3 v_vertex; + out highp vec3 v_normal; + + void main() + { + vec4 world_space_vert = u_modelMatrix * a_vertex; + gl_Position = u_viewProjectionMatrix * world_space_vert; + + v_vertex = world_space_vert.xyz; + v_normal = (u_normalMatrix * normalize(a_normal)).xyz; + } + +fragment41core = + #version 410 + uniform mediump vec4 u_ambientColor; + uniform mediump vec4 u_diffuseColor; + uniform highp vec3 u_lightPosition; + + uniform mediump float u_opacity; + + in highp vec3 v_vertex; + in highp vec3 v_normal; + + out vec4 frag_color; + + void main() + { + mediump vec4 finalColor = vec4(0.0); + + /* Ambient Component */ + finalColor += u_ambientColor; + + highp vec3 normal = normalize(v_normal); + highp vec3 lightDir = normalize(u_lightPosition - v_vertex); + + /* Diffuse Component */ + highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0); + finalColor += (NdotL * u_diffuseColor); + + frag_color = finalColor; + frag_color.a = u_opacity; + } + [defaults] u_ambientColor = [0.1, 0.1, 0.1, 1.0] u_diffuseColor = [0.4, 0.4, 0.4, 1.0] |