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authorenricoturri1966 <enricoturri@seznam.cz>2020-05-22 14:21:43 +0300
committerenricoturri1966 <enricoturri@seznam.cz>2020-05-22 14:21:43 +0300
commit4d05ec085638d8c5cc94c1291e2c78fed1f6101e (patch)
tree474f7b5a909ee802594ffbb7cd82ac08db398728 /resources
parent80c2f107c10ba7ca1e71e295c92241cc6db3ac0c (diff)
GCodeViewer -> New shaders for options
Diffstat (limited to 'resources')
-rw-r--r--resources/shaders/colorchanges.fs45
-rw-r--r--resources/shaders/colorchanges.vs17
-rw-r--r--resources/shaders/customs.fs45
-rw-r--r--resources/shaders/customs.vs17
-rw-r--r--resources/shaders/options_110.fs8
-rw-r--r--resources/shaders/options_110.vs11
-rw-r--r--resources/shaders/options_120.fs15
-rw-r--r--resources/shaders/options_120.vs11
-rw-r--r--resources/shaders/pauses.fs45
-rw-r--r--resources/shaders/pauses.vs17
-rw-r--r--resources/shaders/retractions.fs45
-rw-r--r--resources/shaders/retractions.vs17
-rw-r--r--resources/shaders/toolchanges.fs45
-rw-r--r--resources/shaders/toolchanges.vs17
-rw-r--r--resources/shaders/unretractions.fs45
-rw-r--r--resources/shaders/unretractions.vs17
16 files changed, 45 insertions, 372 deletions
diff --git a/resources/shaders/colorchanges.fs b/resources/shaders/colorchanges.fs
deleted file mode 100644
index fc81e487f..000000000
--- a/resources/shaders/colorchanges.fs
+++ /dev/null
@@ -1,45 +0,0 @@
-#version 110
-
-#define INTENSITY_AMBIENT 0.3
-#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(0.0, 0.0, 1.0);
-#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
-
-uniform vec3 uniform_color;
-
-varying vec3 eye_position;
-varying vec3 eye_normal;
-//varying float world_normal_z;
-
-// x = tainted, y = specular;
-vec2 intensity;
-
-void main()
-{
- vec3 normal = normalize(eye_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 = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), 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;
-
-// // darkens fragments whose normal points downward
-// if (world_normal_z < 0.0)
-// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT));
-
- gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
-}
diff --git a/resources/shaders/colorchanges.vs b/resources/shaders/colorchanges.vs
deleted file mode 100644
index 3b78a5970..000000000
--- a/resources/shaders/colorchanges.vs
+++ /dev/null
@@ -1,17 +0,0 @@
-#version 110
-
-varying vec3 eye_position;
-varying vec3 eye_normal;
-//// world z component of the normal used to darken the lower side of the toolpaths
-//varying float world_normal_z;
-
-void main()
-{
- eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
- eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
-// eye_normal = gl_NormalMatrix * gl_Normal;
-// world_normal_z = gl_Normal.z;
- gl_Position = ftransform();
-
- gl_PointSize = 15.0;
-}
diff --git a/resources/shaders/customs.fs b/resources/shaders/customs.fs
deleted file mode 100644
index fc81e487f..000000000
--- a/resources/shaders/customs.fs
+++ /dev/null
@@ -1,45 +0,0 @@
-#version 110
-
-#define INTENSITY_AMBIENT 0.3
-#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(0.0, 0.0, 1.0);
-#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
-
-uniform vec3 uniform_color;
-
-varying vec3 eye_position;
-varying vec3 eye_normal;
-//varying float world_normal_z;
-
-// x = tainted, y = specular;
-vec2 intensity;
-
-void main()
-{
- vec3 normal = normalize(eye_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 = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), 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;
-
-// // darkens fragments whose normal points downward
-// if (world_normal_z < 0.0)
-// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT));
-
- gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
-}
diff --git a/resources/shaders/customs.vs b/resources/shaders/customs.vs
deleted file mode 100644
index 3b78a5970..000000000
--- a/resources/shaders/customs.vs
+++ /dev/null
@@ -1,17 +0,0 @@
-#version 110
-
-varying vec3 eye_position;
-varying vec3 eye_normal;
-//// world z component of the normal used to darken the lower side of the toolpaths
-//varying float world_normal_z;
-
-void main()
-{
- eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
- eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
-// eye_normal = gl_NormalMatrix * gl_Normal;
-// world_normal_z = gl_Normal.z;
- gl_Position = ftransform();
-
- gl_PointSize = 15.0;
-}
diff --git a/resources/shaders/options_110.fs b/resources/shaders/options_110.fs
new file mode 100644
index 000000000..3722058c8
--- /dev/null
+++ b/resources/shaders/options_110.fs
@@ -0,0 +1,8 @@
+#version 120
+
+uniform vec3 uniform_color;
+
+void main()
+{
+ gl_FragColor = vec4(uniform_color, 1.0);
+}
diff --git a/resources/shaders/options_110.vs b/resources/shaders/options_110.vs
new file mode 100644
index 000000000..5361c88ce
--- /dev/null
+++ b/resources/shaders/options_110.vs
@@ -0,0 +1,11 @@
+#version 110
+
+uniform float zoom;
+// x = min, y = max
+uniform vec2 point_sizes;
+
+void main()
+{
+ gl_PointSize = clamp(zoom, point_sizes.x, point_sizes.y);
+ gl_Position = ftransform();
+}
diff --git a/resources/shaders/options_120.fs b/resources/shaders/options_120.fs
new file mode 100644
index 000000000..090cde292
--- /dev/null
+++ b/resources/shaders/options_120.fs
@@ -0,0 +1,15 @@
+#version 120
+
+uniform vec3 uniform_color;
+
+void main()
+{
+ vec2 pos = gl_PointCoord - vec2(0.5, 0.5);
+ float sq_radius = pos.x * pos.x + pos.y * pos.y;
+ if (sq_radius > 0.25)
+ discard;
+ else if (sq_radius > 0.180625)
+ gl_FragColor = vec4(0.5 * uniform_color, 1.0);
+ else
+ gl_FragColor = vec4(uniform_color, 1.0);
+}
diff --git a/resources/shaders/options_120.vs b/resources/shaders/options_120.vs
new file mode 100644
index 000000000..ebf7428c9
--- /dev/null
+++ b/resources/shaders/options_120.vs
@@ -0,0 +1,11 @@
+#version 120
+
+uniform float zoom;
+// x = min, y = max
+uniform vec2 point_sizes;
+
+void main()
+{
+ gl_PointSize = clamp(zoom, point_sizes.x, point_sizes.y);
+ gl_Position = ftransform();
+}
diff --git a/resources/shaders/pauses.fs b/resources/shaders/pauses.fs
deleted file mode 100644
index fc81e487f..000000000
--- a/resources/shaders/pauses.fs
+++ /dev/null
@@ -1,45 +0,0 @@
-#version 110
-
-#define INTENSITY_AMBIENT 0.3
-#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(0.0, 0.0, 1.0);
-#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
-
-uniform vec3 uniform_color;
-
-varying vec3 eye_position;
-varying vec3 eye_normal;
-//varying float world_normal_z;
-
-// x = tainted, y = specular;
-vec2 intensity;
-
-void main()
-{
- vec3 normal = normalize(eye_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 = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), 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;
-
-// // darkens fragments whose normal points downward
-// if (world_normal_z < 0.0)
-// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT));
-
- gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
-}
diff --git a/resources/shaders/pauses.vs b/resources/shaders/pauses.vs
deleted file mode 100644
index 3b78a5970..000000000
--- a/resources/shaders/pauses.vs
+++ /dev/null
@@ -1,17 +0,0 @@
-#version 110
-
-varying vec3 eye_position;
-varying vec3 eye_normal;
-//// world z component of the normal used to darken the lower side of the toolpaths
-//varying float world_normal_z;
-
-void main()
-{
- eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
- eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
-// eye_normal = gl_NormalMatrix * gl_Normal;
-// world_normal_z = gl_Normal.z;
- gl_Position = ftransform();
-
- gl_PointSize = 15.0;
-}
diff --git a/resources/shaders/retractions.fs b/resources/shaders/retractions.fs
deleted file mode 100644
index fc81e487f..000000000
--- a/resources/shaders/retractions.fs
+++ /dev/null
@@ -1,45 +0,0 @@
-#version 110
-
-#define INTENSITY_AMBIENT 0.3
-#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(0.0, 0.0, 1.0);
-#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
-
-uniform vec3 uniform_color;
-
-varying vec3 eye_position;
-varying vec3 eye_normal;
-//varying float world_normal_z;
-
-// x = tainted, y = specular;
-vec2 intensity;
-
-void main()
-{
- vec3 normal = normalize(eye_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 = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), 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;
-
-// // darkens fragments whose normal points downward
-// if (world_normal_z < 0.0)
-// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT));
-
- gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
-}
diff --git a/resources/shaders/retractions.vs b/resources/shaders/retractions.vs
deleted file mode 100644
index 3b78a5970..000000000
--- a/resources/shaders/retractions.vs
+++ /dev/null
@@ -1,17 +0,0 @@
-#version 110
-
-varying vec3 eye_position;
-varying vec3 eye_normal;
-//// world z component of the normal used to darken the lower side of the toolpaths
-//varying float world_normal_z;
-
-void main()
-{
- eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
- eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
-// eye_normal = gl_NormalMatrix * gl_Normal;
-// world_normal_z = gl_Normal.z;
- gl_Position = ftransform();
-
- gl_PointSize = 15.0;
-}
diff --git a/resources/shaders/toolchanges.fs b/resources/shaders/toolchanges.fs
deleted file mode 100644
index fc81e487f..000000000
--- a/resources/shaders/toolchanges.fs
+++ /dev/null
@@ -1,45 +0,0 @@
-#version 110
-
-#define INTENSITY_AMBIENT 0.3
-#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(0.0, 0.0, 1.0);
-#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
-
-uniform vec3 uniform_color;
-
-varying vec3 eye_position;
-varying vec3 eye_normal;
-//varying float world_normal_z;
-
-// x = tainted, y = specular;
-vec2 intensity;
-
-void main()
-{
- vec3 normal = normalize(eye_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 = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), 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;
-
-// // darkens fragments whose normal points downward
-// if (world_normal_z < 0.0)
-// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT));
-
- gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
-}
diff --git a/resources/shaders/toolchanges.vs b/resources/shaders/toolchanges.vs
deleted file mode 100644
index 3b78a5970..000000000
--- a/resources/shaders/toolchanges.vs
+++ /dev/null
@@ -1,17 +0,0 @@
-#version 110
-
-varying vec3 eye_position;
-varying vec3 eye_normal;
-//// world z component of the normal used to darken the lower side of the toolpaths
-//varying float world_normal_z;
-
-void main()
-{
- eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
- eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
-// eye_normal = gl_NormalMatrix * gl_Normal;
-// world_normal_z = gl_Normal.z;
- gl_Position = ftransform();
-
- gl_PointSize = 15.0;
-}
diff --git a/resources/shaders/unretractions.fs b/resources/shaders/unretractions.fs
deleted file mode 100644
index fc81e487f..000000000
--- a/resources/shaders/unretractions.fs
+++ /dev/null
@@ -1,45 +0,0 @@
-#version 110
-
-#define INTENSITY_AMBIENT 0.3
-#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(0.0, 0.0, 1.0);
-#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
-
-uniform vec3 uniform_color;
-
-varying vec3 eye_position;
-varying vec3 eye_normal;
-//varying float world_normal_z;
-
-// x = tainted, y = specular;
-vec2 intensity;
-
-void main()
-{
- vec3 normal = normalize(eye_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 = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), 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;
-
-// // darkens fragments whose normal points downward
-// if (world_normal_z < 0.0)
-// intensity.x *= (1.0 + world_normal_z * (1.0 - INTENSITY_AMBIENT));
-
- gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + uniform_color * intensity.x, 1.0);
-}
diff --git a/resources/shaders/unretractions.vs b/resources/shaders/unretractions.vs
deleted file mode 100644
index 3b78a5970..000000000
--- a/resources/shaders/unretractions.vs
+++ /dev/null
@@ -1,17 +0,0 @@
-#version 110
-
-varying vec3 eye_position;
-varying vec3 eye_normal;
-//// world z component of the normal used to darken the lower side of the toolpaths
-//varying float world_normal_z;
-
-void main()
-{
- eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
- eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
-// eye_normal = gl_NormalMatrix * gl_Normal;
-// world_normal_z = gl_Normal.z;
- gl_Position = ftransform();
-
- gl_PointSize = 15.0;
-}