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authorenricoturri1966 <enricoturri@seznam.cz>2020-05-28 10:23:30 +0300
committerenricoturri1966 <enricoturri@seznam.cz>2020-05-28 10:23:30 +0300
commit9c8892c869a4e2421e3097fb588a7a8853b52516 (patch)
tree4a5751dafc206b07f50d582236ca1b1bfeab3894 /resources
parentedaabf3fbde559698b3e25f547b0c4050bed8aef (diff)
GCodeViewer -> Shaders code cleanup
Diffstat (limited to 'resources')
-rw-r--r--resources/shaders/extrusions.fs5
-rw-r--r--resources/shaders/extrusions.vs4
-rw-r--r--resources/shaders/options_120_solid.fs9
-rw-r--r--resources/shaders/travels.fs5
-rw-r--r--resources/shaders/travels.vs4
5 files changed, 0 insertions, 27 deletions
diff --git a/resources/shaders/extrusions.fs b/resources/shaders/extrusions.fs
index fc81e487f..65db0667a 100644
--- a/resources/shaders/extrusions.fs
+++ b/resources/shaders/extrusions.fs
@@ -17,7 +17,6 @@ uniform vec3 uniform_color;
varying vec3 eye_position;
varying vec3 eye_normal;
-//varying float world_normal_z;
// x = tainted, y = specular;
vec2 intensity;
@@ -37,9 +36,5 @@ void main()
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/extrusions.vs b/resources/shaders/extrusions.vs
index d97adbabe..8980f3944 100644
--- a/resources/shaders/extrusions.vs
+++ b/resources/shaders/extrusions.vs
@@ -2,14 +2,10 @@
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();
}
diff --git a/resources/shaders/options_120_solid.fs b/resources/shaders/options_120_solid.fs
index b7770cf0d..c7a57d547 100644
--- a/resources/shaders/options_120_solid.fs
+++ b/resources/shaders/options_120_solid.fs
@@ -16,14 +16,9 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#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;
@@ -77,10 +72,8 @@ vec4 on_sphere_color(vec3 eye_on_sphere_position)
float fragment_depth(vec3 eye_pos)
{
- // see: https://stackoverflow.com/questions/10264949/glsl-gl-fragcoord-z-calculation-and-setting-gl-fragdepth
vec4 clip_pos = gl_ProjectionMatrix * vec4(eye_pos, 1.0);
float ndc_depth = clip_pos.z / clip_pos.w;
-
return (((gl_DepthRange.far - gl_DepthRange.near) * ndc_depth) + gl_DepthRange.near + gl_DepthRange.far) / 2.0;
}
@@ -94,7 +87,5 @@ void main()
vec3 eye_on_sphere_position = eye_position_on_sphere(eye_position_from_fragment());
gl_FragDepth = fragment_depth(eye_on_sphere_position);
-// 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/travels.fs b/resources/shaders/travels.fs
index fc81e487f..65db0667a 100644
--- a/resources/shaders/travels.fs
+++ b/resources/shaders/travels.fs
@@ -17,7 +17,6 @@ uniform vec3 uniform_color;
varying vec3 eye_position;
varying vec3 eye_normal;
-//varying float world_normal_z;
// x = tainted, y = specular;
vec2 intensity;
@@ -37,9 +36,5 @@ void main()
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/travels.vs b/resources/shaders/travels.vs
index d97adbabe..8980f3944 100644
--- a/resources/shaders/travels.vs
+++ b/resources/shaders/travels.vs
@@ -2,14 +2,10 @@
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();
}