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authorenricoturri1966 <enricoturri@seznam.cz>2020-08-26 16:29:33 +0300
committerenricoturri1966 <enricoturri@seznam.cz>2020-08-26 16:29:33 +0300
commitba9c3a74ed6f46725fd092a43ae3895c38a19bc7 (patch)
tree9e095cf6531af3dade85546a1ccd736da29bed02 /resources
parent2783653369fd080b2b585d02525a905eee524432 (diff)
GCodeViewer -> 1st iteration of rendering of extrude toolpaths as solid
Diffstat (limited to 'resources')
-rw-r--r--resources/shaders/options_110.fs4
-rw-r--r--resources/shaders/options_120.fs10
-rw-r--r--resources/shaders/toolpaths_lines.fs4
3 files changed, 7 insertions, 11 deletions
diff --git a/resources/shaders/options_110.fs b/resources/shaders/options_110.fs
index 474e355e0..ab656998d 100644
--- a/resources/shaders/options_110.fs
+++ b/resources/shaders/options_110.fs
@@ -1,8 +1,8 @@
#version 110
-uniform vec3 uniform_color;
+uniform vec4 uniform_color;
void main()
{
- gl_FragColor = vec4(uniform_color, 1.0);
+ gl_FragColor = uniform_color;
}
diff --git a/resources/shaders/options_120.fs b/resources/shaders/options_120.fs
index 5bcc71876..d897a8ca7 100644
--- a/resources/shaders/options_120.fs
+++ b/resources/shaders/options_120.fs
@@ -1,19 +1,15 @@
// version 120 is needed for gl_PointCoord
#version 120
-uniform vec3 uniform_color;
+uniform vec4 uniform_color;
uniform float percent_outline_radius;
uniform float percent_center_radius;
-vec4 hardcoded_color(float radius, vec3 color)
-{
- return ((radius < 0.15) || (radius > 0.85)) ? vec4(0.5 * color, 1.0) : vec4(color, 1.0);
-}
-vec4 customizable_color(float radius, vec3 color)
+vec4 customizable_color(float radius, vec4 color)
{
return ((radius < percent_center_radius) || (radius > 1.0 - percent_outline_radius)) ?
- vec4(0.5 * color, 1.0) : vec4(color, 1.0);
+ vec4(0.5 * color.rgb, color.a) : color;
}
void main()
diff --git a/resources/shaders/toolpaths_lines.fs b/resources/shaders/toolpaths_lines.fs
index 13f60c0a8..7202a2e3e 100644
--- a/resources/shaders/toolpaths_lines.fs
+++ b/resources/shaders/toolpaths_lines.fs
@@ -6,7 +6,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);
// x = ambient, y = top diffuse, z = front diffuse, w = global
uniform vec4 light_intensity;
-uniform vec3 uniform_color;
+uniform vec4 uniform_color;
varying vec3 eye_position;
varying vec3 eye_normal;
@@ -27,5 +27,5 @@ void main()
NdotL = abs(dot(normal, LIGHT_FRONT_DIR));
intensity += NdotL * light_intensity.z;
- gl_FragColor = vec4(uniform_color * light_intensity.w * intensity, 1.0);
+ gl_FragColor = vec4(uniform_color.rgb * light_intensity.w * intensity, uniform_color.a);
}