diff options
author | enricoturri1966 <enricoturri@seznam.cz> | 2020-05-27 17:19:40 +0300 |
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committer | enricoturri1966 <enricoturri@seznam.cz> | 2020-05-27 17:19:40 +0300 |
commit | 35190936a3fcca57376f30a9cafd8505c0ce508e (patch) | |
tree | 7f8f8606a59c0b0965392fa76bbb93d40d679331 /resources | |
parent | aa04f0e555b1f8e073ec1383324d0e30b5c6da24 (diff) |
GCodeViewer -> Newer version of shader for options
Diffstat (limited to 'resources')
-rw-r--r-- | resources/shaders/options_120_flat.fs (renamed from resources/shaders/options_120.fs) | 7 | ||||
-rw-r--r-- | resources/shaders/options_120_flat.vs (renamed from resources/shaders/options_120.vs) | 0 | ||||
-rw-r--r-- | resources/shaders/options_120_solid.fs | 88 | ||||
-rw-r--r-- | resources/shaders/options_120_solid.vs | 14 | ||||
-rw-r--r-- | resources/shaders/shells.fs | 13 | ||||
-rw-r--r-- | resources/shaders/shells.vs | 42 |
6 files changed, 106 insertions, 58 deletions
diff --git a/resources/shaders/options_120.fs b/resources/shaders/options_120_flat.fs index 90d417b6e..656eccd1d 100644 --- a/resources/shaders/options_120.fs +++ b/resources/shaders/options_120_flat.fs @@ -5,7 +5,7 @@ uniform vec3 uniform_color; uniform float percent_outline_radius; uniform float percent_center_radius; -vec4 hard_color(float sq_radius) +vec4 hardcoded_color(float sq_radius) { if ((sq_radius < 0.005625) || (sq_radius > 0.180625)) return vec4(0.5 * uniform_color, 1.0); @@ -13,7 +13,7 @@ vec4 hard_color(float sq_radius) return vec4(uniform_color, 1.0); } -vec4 custom_color(float sq_radius) +vec4 customizable_color(float sq_radius) { float in_radius = 0.5 * percent_center_radius; float out_radius = 0.5 * (1.0 - percent_outline_radius); @@ -30,5 +30,6 @@ void main() if (sq_radius > 0.25) discard; - gl_FragColor = custom_color(sq_radius); + gl_FragColor = customizable_color(sq_radius); +// gl_FragColor = hardcoded_color(sq_radius); } diff --git a/resources/shaders/options_120.vs b/resources/shaders/options_120_flat.vs index ebf7428c9..ebf7428c9 100644 --- a/resources/shaders/options_120.vs +++ b/resources/shaders/options_120_flat.vs diff --git a/resources/shaders/options_120_solid.fs b/resources/shaders/options_120_solid.fs new file mode 100644 index 000000000..68d0bd4ee --- /dev/null +++ b/resources/shaders/options_120_solid.fs @@ -0,0 +1,88 @@ +// version 120 is needed for gl_PointCoord +#version 120 + +#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 INTENSITY_AMBIENT 0.3 + +uniform vec3 uniform_color; +uniform float percent_outline_radius; +uniform float percent_center_radius; + +// x = width, y = height +uniform ivec2 viewport_sizes; +uniform vec2 z_range; +uniform mat4 inv_proj_matrix; + +varying vec3 eye_center; + +float radius = 0.5; +// x = tainted, y = specular; +vec2 intensity; + +vec3 eye_position_from_fragment() +{ + // Convert screen coordinates to normalized device coordinates (NDC) + vec4 ndc = vec4( + (gl_FragCoord.x / viewport_sizes.x - 0.5) * 2.0, + (gl_FragCoord.y / viewport_sizes.y - 0.5) * 2.0, + (gl_FragCoord.z - 0.5) * 2.0, + 1.0); + + // Convert NDC throuch inverse clip coordinates to view coordinates + vec4 clip = inv_proj_matrix * ndc; + return (clip / clip.w).xyz; +} + +vec3 eye_position_on_sphere(vec3 eye_fragment_position) +{ + vec3 eye_dir = normalize(eye_fragment_position); + float a = dot(eye_dir, eye_dir); + float b = 2.0 * dot(-eye_center, eye_dir); + float c = dot(eye_center, eye_center) - radius * radius; + float discriminant = b * b - 4 * a * c; + float t = -(b + sqrt(discriminant)) / (2.0 * a); + return t * eye_dir; +} + +vec4 on_sphere_color(vec3 eye_on_sphere_position) +{ + vec3 eye_normal = normalize(eye_on_sphere_position - eye_center); + + // 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(eye_normal, LIGHT_TOP_DIR), 0.0); + + intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; + intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_on_sphere_position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS); + + // Perform the same lighting calculation for the 2nd light source (no specular applied). + NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0); + intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; + + return vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color.rgb * intensity.x, 1.0); +} + +void main() +{ + vec2 pos = gl_PointCoord - vec2(0.5, 0.5); + float sq_radius = dot(pos, pos); + if (sq_radius > 0.25) + discard; + + vec3 eye_on_sphere_position = eye_position_on_sphere(eye_position_from_fragment()); + +// gl_FragDepth = eye_on_sphere_position.z; +// gl_FragDepth = (eye_on_sphere_position.z - z_range.x) / (z_range.y - z_range.x); + gl_FragColor = on_sphere_color(eye_on_sphere_position); +} diff --git a/resources/shaders/options_120_solid.vs b/resources/shaders/options_120_solid.vs new file mode 100644 index 000000000..0ad75003c --- /dev/null +++ b/resources/shaders/options_120_solid.vs @@ -0,0 +1,14 @@ +#version 120 + +uniform float zoom; +// x = min, y = max +uniform vec2 point_sizes; + +varying vec3 eye_center; + +void main() +{ + gl_PointSize = clamp(zoom, point_sizes.x, point_sizes.y); + eye_center = (gl_ModelViewMatrix * gl_Vertex).xyz; + gl_Position = ftransform(); +} diff --git a/resources/shaders/shells.fs b/resources/shaders/shells.fs deleted file mode 100644 index 0c3388df7..000000000 --- a/resources/shaders/shells.fs +++ /dev/null @@ -1,13 +0,0 @@ -#version 110 - -const vec3 ZERO = vec3(0.0, 0.0, 0.0); - -uniform vec4 uniform_color; - -// x = tainted, y = specular; -varying vec2 intensity; - -void main() -{ - gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color.rgb * intensity.x, uniform_color.a); -} diff --git a/resources/shaders/shells.vs b/resources/shaders/shells.vs deleted file mode 100644 index bb9c144e6..000000000 --- a/resources/shaders/shells.vs +++ /dev/null @@ -1,42 +0,0 @@ -#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 INTENSITY_AMBIENT 0.3 - -// x = tainted, y = specular; -varying vec2 intensity; - -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) - { - vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz; - intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); - } - - // Perform the same lighting calculation for the 2nd light source (no specular applied). - intensity.x += max(dot(normal, LIGHT_FRONT_DIR), 0.0) * LIGHT_FRONT_DIFFUSE; - - gl_Position = ftransform(); -} |