[shaders] vertex41core = #version 410 uniform highp mat4 u_modelMatrix; uniform highp mat4 u_viewMatrix; uniform highp mat4 u_projectionMatrix; uniform lowp float u_active_extruder; uniform lowp float u_max_feedrate; uniform lowp float u_min_feedrate; uniform lowp float u_max_thickness; uniform lowp float u_min_thickness; uniform lowp int u_layer_view_type; uniform lowp mat4 u_extruder_opacity; // currently only for max 16 extruders, others always visible uniform highp mat4 u_normalMatrix; in highp vec4 a_vertex; in lowp vec4 a_color; in lowp vec4 a_material_color; in highp vec4 a_normal; in highp vec2 a_line_dim; // line width and thickness in highp float a_extruder; in highp float a_line_type; in highp float a_feedrate; in highp float a_thickness; out lowp vec4 v_color; out highp vec3 v_vertex; out highp vec3 v_normal; out lowp vec2 v_line_dim; out highp int v_extruder; out highp mat4 v_extruder_opacity; out float v_line_type; out lowp vec4 f_color; out highp vec3 f_vertex; out highp vec3 f_normal; vec4 feedrateGradientColor(float abs_value, float min_value, float max_value) { float value = (abs_value - min_value)/(max_value - min_value); float red = value; float green = 1-abs(1-4*value); if (value > 0.375) { green = 0.5; } float blue = max(1-4*value, 0); return vec4(red, green, blue, 1.0); } vec4 layerThicknessGradientColor(float abs_value, float min_value, float max_value) { float value = (abs_value - min_value)/(max_value - min_value); float red = min(max(4*value-2, 0), 1); float green = min(1.5*value, 0.75); if (value > 0.75) { green = value; } float blue = 0.75-abs(0.25-value); return vec4(red, green, blue, 1.0); } void main() { vec4 v1_vertex = a_vertex; v1_vertex.y -= a_line_dim.y / 2; // half layer down vec4 world_space_vert = u_modelMatrix * v1_vertex; gl_Position = world_space_vert; // shade the color depending on the extruder index stored in the alpha component of the color switch (u_layer_view_type) { case 0: // "Material color" v_color = a_material_color; break; case 1: // "Line type" v_color = a_color; break; case 2: // "Speed", or technically 'Feedrate' v_color = feedrateGradientColor(a_feedrate, u_min_feedrate, u_max_feedrate); break; case 3: // "Layer thickness" v_color = layerThicknessGradientColor(a_line_dim.y, u_min_thickness, u_max_thickness); break; } v_vertex = world_space_vert.xyz; v_normal = (u_normalMatrix * normalize(a_normal)).xyz; v_line_dim = a_line_dim; v_extruder = int(a_extruder); v_line_type = a_line_type; v_extruder_opacity = u_extruder_opacity; // for testing without geometry shader f_color = v_color; f_vertex = v_vertex; f_normal = v_normal; } geometry41core = #version 410 uniform highp mat4 u_modelMatrix; uniform highp mat4 u_viewMatrix; uniform highp mat4 u_projectionMatrix; uniform int u_show_travel_moves; uniform int u_show_helpers; uniform int u_show_skin; uniform int u_show_infill; layout(lines) in; layout(triangle_strip, max_vertices = 26) out; in vec4 v_color[]; in vec3 v_vertex[]; in vec3 v_normal[]; in vec2 v_line_dim[]; in int v_extruder[]; in mat4 v_extruder_opacity[]; in float v_line_type[]; out vec4 f_color; out vec3 f_normal; out vec3 f_vertex; // Set the set of variables and EmitVertex void myEmitVertex(vec3 vertex, vec4 color, vec3 normal, vec4 pos) { f_vertex = vertex; f_color = color; f_normal = normal; gl_Position = pos; EmitVertex(); } void main() { highp mat4 viewProjectionMatrix = u_projectionMatrix * u_viewMatrix; vec4 g_vertex_delta; vec3 g_vertex_normal_horz; // horizontal and vertical in respect to layers vec4 g_vertex_offset_horz; // vec4 to match gl_in[x].gl_Position vec3 g_vertex_normal_vert; vec4 g_vertex_offset_vert; vec3 g_vertex_normal_horz_head; vec4 g_vertex_offset_horz_head; float size_x; float size_y; if ((v_extruder_opacity[0][int(mod(v_extruder[0], 4))][v_extruder[0] / 4] == 0.0) && (v_line_type[0] != 8) && (v_line_type[0] != 9)) { return; } // See LayerPolygon; 8 is MoveCombingType, 9 is RetractionType if ((u_show_travel_moves == 0) && ((v_line_type[0] == 8) || (v_line_type[0] == 9))) { return; } if ((u_show_helpers == 0) && ((v_line_type[0] == 4) || (v_line_type[0] == 5) || (v_line_type[0] == 7) || (v_line_type[0] == 10) || v_line_type[0] == 11)) { return; } if ((u_show_skin == 0) && ((v_line_type[0] == 1) || (v_line_type[0] == 2) || (v_line_type[0] == 3))) { return; } if ((u_show_infill == 0) && (v_line_type[0] == 6)) { return; } if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) { // fixed size for movements size_x = 0.05; } else { size_x = v_line_dim[1].x / 2 + 0.01; // radius, and make it nicely overlapping } size_y = v_line_dim[1].y / 2 + 0.01; g_vertex_delta = gl_in[1].gl_Position - gl_in[0].gl_Position; g_vertex_normal_horz_head = normalize(vec3(-g_vertex_delta.x, -g_vertex_delta.y, -g_vertex_delta.z)); g_vertex_offset_horz_head = vec4(g_vertex_normal_horz_head * size_x, 0.0); g_vertex_normal_horz = normalize(vec3(g_vertex_delta.z, g_vertex_delta.y, -g_vertex_delta.x)); g_vertex_offset_horz = vec4(g_vertex_normal_horz * size_x, 0.0); //size * g_vertex_normal_horz; g_vertex_normal_vert = vec3(0.0, 1.0, 0.0); g_vertex_offset_vert = vec4(g_vertex_normal_vert * size_y, 0.0); if ((v_line_type[0] == 8) || (v_line_type[0] == 9)) { vec4 va_head = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head + g_vertex_offset_vert); vec4 va_up = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert); vec4 va_down = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert); vec4 vb_head = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head + g_vertex_offset_vert); vec4 vb_down = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz + g_vertex_offset_vert); vec4 vb_up = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz + g_vertex_offset_vert); // Travels: flat plane with pointy ends myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up); myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_head); myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_down); myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_down); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_up); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_head); //And reverse so that the line is also visible from the back side. myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_up); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_down); myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up); myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_down); myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_head); myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_up); EndPrimitive(); } else { vec4 va_m_horz = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz); vec4 vb_m_horz = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz); vec4 va_p_vert = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert); vec4 vb_p_vert = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_vert); vec4 va_p_horz = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz); vec4 vb_p_horz = viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz); vec4 va_m_vert = viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_vert); vec4 vb_m_vert = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert); vec4 va_head = viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head); vec4 vb_head = viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head); // All normal lines are rendered as 3d tubes. myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz); myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz); myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_p_vert); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_p_vert); myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz); myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, va_m_vert); myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, vb_m_vert); myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz); myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz); EndPrimitive(); // left side myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz); myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, va_p_vert); myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, va_head); myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz); EndPrimitive(); myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, va_p_horz); myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_vert, va_m_vert); myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, va_head); myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, va_m_horz); EndPrimitive(); // right side myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_vert, vb_p_vert); myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, vb_head); myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz); EndPrimitive(); myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, vb_m_horz); myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, vb_m_vert); myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, vb_head); myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, vb_p_horz); EndPrimitive(); } } fragment41core = #version 410 in lowp vec4 f_color; in lowp vec3 f_normal; in lowp vec3 f_vertex; out vec4 frag_color; uniform mediump vec4 u_ambientColor; uniform mediump vec4 u_minimumAlbedo; uniform highp vec3 u_lightPosition; void main() { mediump vec4 finalColor = vec4(0.0); float alpha = f_color.a; finalColor.rgb += f_color.rgb * 0.2 + u_minimumAlbedo.rgb; highp vec3 normal = normalize(f_normal); highp vec3 light_dir = normalize(u_lightPosition - f_vertex); // Diffuse Component highp float NdotL = clamp(dot(normal, light_dir), 0.0, 1.0); finalColor += (NdotL * f_color); finalColor.a = alpha; // Do not change alpha in any way frag_color = finalColor; } [defaults] u_active_extruder = 0.0 u_layer_view_type = 0 u_extruder_opacity = [[1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0], [1.0, 1.0, 1.0, 1.0]] u_specularColor = [0.4, 0.4, 0.4, 1.0] u_ambientColor = [0.3, 0.3, 0.3, 0.0] u_diffuseColor = [1.0, 0.79, 0.14, 1.0] u_minimumAlbedo = [0.1, 0.1, 0.1, 1.0] u_shininess = 20.0 u_show_travel_moves = 0 u_show_helpers = 1 u_show_skin = 1 u_show_infill = 1 u_min_feedrate = 0 u_max_feedrate = 1 u_min_thickness = 0 u_max_thickness = 1 [bindings] u_modelMatrix = model_matrix u_viewMatrix = view_matrix u_projectionMatrix = projection_matrix u_normalMatrix = normal_matrix u_lightPosition = light_0_position [attributes] a_vertex = vertex a_color = color a_normal = normal a_line_dim = line_dim a_extruder = extruder a_material_color = material_color a_line_type = line_type a_feedrate = feedrate a_thickness = thickness