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authorJack Ha <j.ha@ultimaker.com>2017-01-31 19:05:00 +0300
committerJack Ha <j.ha@ultimaker.com>2017-01-31 19:05:00 +0300
commite31a6950614e5fa8a031fb8a68c037fb685581a9 (patch)
tree3dc22a37c6750beb1b3bd6f5d05a787df4f3361a /resources/shaders
parentaa923321f80aafa6ed473746f73f2d9e98fd7121 (diff)
WIP OpenGL 4.1 core profile. CURA-3273
Diffstat (limited to 'resources/shaders')
-rw-r--r--resources/shaders/grid.shader31
-rw-r--r--resources/shaders/overhang.shader67
-rw-r--r--resources/shaders/striped.shader68
-rw-r--r--resources/shaders/transparent_object.shader53
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]