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authorEnrico Turri <enricoturri@seznam.cz>2018-05-21 14:08:02 +0300
committerEnrico Turri <enricoturri@seznam.cz>2018-05-21 14:08:02 +0300
commit7cff6ef6dba33055179ab30c12016a1ab25eec99 (patch)
treef51c3bd7296605e083db0ac74a57b5d1475d6fae /resources
parent3fb96ff6368e0aa5120a74d6f919b401d2ed0a20 (diff)
Shaders loaded from files
Diffstat (limited to 'resources')
-rw-r--r--resources/shaders/gouraud.fs18
-rw-r--r--resources/shaders/gouraud.vs70
-rw-r--r--resources/shaders/variable_layer_height.fs40
-rw-r--r--resources/shaders/variable_layer_height.vs46
4 files changed, 174 insertions, 0 deletions
diff --git a/resources/shaders/gouraud.fs b/resources/shaders/gouraud.fs
new file mode 100644
index 000000000..9edc8fa76
--- /dev/null
+++ b/resources/shaders/gouraud.fs
@@ -0,0 +1,18 @@
+#version 110
+
+const vec3 ZERO = vec3(0.0, 0.0, 0.0);
+
+// x = tainted, y = specular;
+varying vec2 intensity;
+
+varying vec3 delta_box_min;
+varying vec3 delta_box_max;
+
+uniform vec4 uniform_color;
+
+void main()
+{
+ // if the fragment is outside the print volume -> use darker color
+ vec3 color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(uniform_color.rgb, ZERO, 0.3333) : uniform_color.rgb;
+ gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a);
+}
diff --git a/resources/shaders/gouraud.vs b/resources/shaders/gouraud.vs
new file mode 100644
index 000000000..22ba91a93
--- /dev/null
+++ b/resources/shaders/gouraud.vs
@@ -0,0 +1,70 @@
+#version 110
+
+#define INTENSITY_CORRECTION 0.6
+
+// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
+const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
+#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
+#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
+#define LIGHT_TOP_SHININESS 20.0
+
+// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
+const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
+#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
+//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
+//#define LIGHT_FRONT_SHININESS 5.0
+
+#define INTENSITY_AMBIENT 0.3
+
+const vec3 ZERO = vec3(0.0, 0.0, 0.0);
+
+struct PrintBoxDetection
+{
+ vec3 min;
+ vec3 max;
+ // xyz contains the offset, if w == 1.0 detection needs to be performed
+ vec4 volume_origin;
+};
+
+uniform PrintBoxDetection print_box;
+
+// x = tainted, y = specular;
+varying vec2 intensity;
+
+varying vec3 delta_box_min;
+varying vec3 delta_box_max;
+
+void main()
+{
+ // First transform the normal into camera space and normalize the result.
+ vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
+
+ // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
+ // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
+ float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
+
+ intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
+ intensity.y = 0.0;
+
+ if (NdotL > 0.0)
+ intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
+
+ // Perform the same lighting calculation for the 2nd light source (no specular applied).
+ NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
+ intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
+
+ // compute deltas for out of print volume detection (world coordinates)
+ if (print_box.volume_origin.w == 1.0)
+ {
+ vec3 v = gl_Vertex.xyz + print_box.volume_origin.xyz;
+ delta_box_min = v - print_box.min;
+ delta_box_max = v - print_box.max;
+ }
+ else
+ {
+ delta_box_min = ZERO;
+ delta_box_max = ZERO;
+ }
+
+ gl_Position = ftransform();
+}
diff --git a/resources/shaders/variable_layer_height.fs b/resources/shaders/variable_layer_height.fs
new file mode 100644
index 000000000..f87e6627e
--- /dev/null
+++ b/resources/shaders/variable_layer_height.fs
@@ -0,0 +1,40 @@
+#version 110
+
+#define M_PI 3.1415926535897932384626433832795
+
+// 2D texture (1D texture split by the rows) of color along the object Z axis.
+uniform sampler2D z_texture;
+// Scaling from the Z texture rows coordinate to the normalized texture row coordinate.
+uniform float z_to_texture_row;
+uniform float z_texture_row_to_normalized;
+uniform float z_cursor;
+uniform float z_cursor_band_width;
+
+// x = tainted, y = specular;
+varying vec2 intensity;
+
+varying float object_z;
+
+void main()
+{
+ float object_z_row = z_to_texture_row * object_z;
+ // Index of the row in the texture.
+ float z_texture_row = floor(object_z_row);
+ // Normalized coordinate from 0. to 1.
+ float z_texture_col = object_z_row - z_texture_row;
+ float z_blend = 0.25 * cos(min(M_PI, abs(M_PI * (object_z - z_cursor) * 1.8 / z_cursor_band_width))) + 0.25;
+ // Calculate level of detail from the object Z coordinate.
+ // This makes the slowly sloping surfaces to be show with high detail (with stripes),
+ // and the vertical surfaces to be shown with low detail (no stripes)
+ float z_in_cells = object_z_row * 190.;
+ // Gradient of Z projected on the screen.
+ float dx_vtc = dFdx(z_in_cells);
+ float dy_vtc = dFdy(z_in_cells);
+ float lod = clamp(0.5 * log2(max(dx_vtc * dx_vtc, dy_vtc * dy_vtc)), 0., 1.);
+ // Sample the Z texture. Texture coordinates are normalized to <0, 1>.
+ vec4 color = mix(texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.),
+ texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.), lod);
+
+ // Mix the final color.
+ gl_FragColor = vec4(intensity.y, intensity.y, intensity.y, 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend);
+}
diff --git a/resources/shaders/variable_layer_height.vs b/resources/shaders/variable_layer_height.vs
new file mode 100644
index 000000000..2c918c0d4
--- /dev/null
+++ b/resources/shaders/variable_layer_height.vs
@@ -0,0 +1,46 @@
+#version 110
+
+#define INTENSITY_CORRECTION 0.6
+
+const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
+#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
+#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
+#define LIGHT_TOP_SHININESS 20.0
+
+const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
+#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
+//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
+//#define LIGHT_FRONT_SHININESS 5.0
+
+#define INTENSITY_AMBIENT 0.3
+
+// x = tainted, y = specular;
+varying vec2 intensity;
+
+varying float object_z;
+
+void main()
+{
+ // First transform the normal into camera space and normalize the result.
+ vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
+
+ // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
+ // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
+ float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
+
+ intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
+ intensity.y = 0.0;
+
+ if (NdotL > 0.0)
+ intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
+
+ // Perform the same lighting calculation for the 2nd light source (no specular)
+ NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
+
+ intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
+
+ // Scaled to widths of the Z texture.
+ object_z = gl_Vertex.z;
+
+ gl_Position = ftransform();
+}