diff options
author | enricoturri1966 <enricoturri@seznam.cz> | 2020-05-22 14:21:43 +0300 |
---|---|---|
committer | enricoturri1966 <enricoturri@seznam.cz> | 2020-05-22 14:21:43 +0300 |
commit | 4d05ec085638d8c5cc94c1291e2c78fed1f6101e (patch) | |
tree | 474f7b5a909ee802594ffbb7cd82ac08db398728 /resources | |
parent | 80c2f107c10ba7ca1e71e295c92241cc6db3ac0c (diff) |
GCodeViewer -> New shaders for options
Diffstat (limited to 'resources')
-rw-r--r-- | resources/shaders/colorchanges.fs | 45 | ||||
-rw-r--r-- | resources/shaders/colorchanges.vs | 17 | ||||
-rw-r--r-- | resources/shaders/customs.fs | 45 | ||||
-rw-r--r-- | resources/shaders/customs.vs | 17 | ||||
-rw-r--r-- | resources/shaders/options_110.fs | 8 | ||||
-rw-r--r-- | resources/shaders/options_110.vs | 11 | ||||
-rw-r--r-- | resources/shaders/options_120.fs | 15 | ||||
-rw-r--r-- | resources/shaders/options_120.vs | 11 | ||||
-rw-r--r-- | resources/shaders/pauses.fs | 45 | ||||
-rw-r--r-- | resources/shaders/pauses.vs | 17 | ||||
-rw-r--r-- | resources/shaders/retractions.fs | 45 | ||||
-rw-r--r-- | resources/shaders/retractions.vs | 17 | ||||
-rw-r--r-- | resources/shaders/toolchanges.fs | 45 | ||||
-rw-r--r-- | resources/shaders/toolchanges.vs | 17 | ||||
-rw-r--r-- | resources/shaders/unretractions.fs | 45 | ||||
-rw-r--r-- | resources/shaders/unretractions.vs | 17 |
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; -} |