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authorenricoturri1966 <enricoturri@seznam.cz>2020-08-19 12:25:12 +0300
committerenricoturri1966 <enricoturri@seznam.cz>2020-08-19 12:25:12 +0300
commitd91fc7b8ab0f5a3ce284483d2fa339fa04f643c3 (patch)
tree45167281774bd418001471b6f553b402fe94c059 /resources
parentaf200e47c13e34a4155f70ac822fb6f1a8e615cd (diff)
ENABLE_GCODE_VIEWER -> Removed options_120_solid shader
Diffstat (limited to 'resources')
-rw-r--r--resources/shaders/options_120_solid.fs89
-rw-r--r--resources/shaders/options_120_solid.vs14
2 files changed, 0 insertions, 103 deletions
diff --git a/resources/shaders/options_120_solid.fs b/resources/shaders/options_120_solid.fs
deleted file mode 100644
index 4480d7b14..000000000
--- a/resources/shaders/options_120_solid.fs
+++ /dev/null
@@ -1,89 +0,0 @@
-// 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 ivec4 viewport;
-uniform float point_size;
-uniform mat4 inv_proj_matrix;
-
-varying vec3 eye_center;
-// x = tainted, y = specular;
-vec2 intensity;
-
-float radius = 0.5 * point_size;
-
-vec3 eye_position_from_fragment()
-{
- // Convert screen coordinates to normalized device coordinates (NDC)
- vec4 ndc = vec4((gl_FragCoord.x / viewport.z - 0.5) * 2.0,
- (gl_FragCoord.y / viewport.w - 0.5) * 2.0,
- (gl_FragCoord.z - 0.5) * 2.0,
- gl_FragCoord.w);
- // Convert NDC throuch inverse clip coordinates to view coordinates
- vec4 clip = inv_proj_matrix * ndc;
- return clip.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(intensity.y + uniform_color.rgb * intensity.x, 1.0);
-}
-
-float fragment_depth(vec3 eye_pos)
-{
- 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;
-}
-
-void main()
-{
- vec2 pos = (gl_PointCoord - 0.5) * 2.0;
- float radius = length(pos);
- if (radius > 1.0)
- discard;
-
- vec3 eye_on_sphere_position = eye_position_on_sphere(eye_position_from_fragment());
-
-// gl_FragDepth = fragment_depth(eye_on_sphere_position);
- 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
deleted file mode 100644
index 745ec8ddd..000000000
--- a/resources/shaders/options_120_solid.vs
+++ /dev/null
@@ -1,14 +0,0 @@
-#version 120
-
-uniform float zoom;
-uniform float point_size;
-uniform float near_plane_height;
-
-varying vec3 eye_center;
-
-void main()
-{
- eye_center = (gl_ModelViewMatrix * gl_Vertex).xyz;
- gl_Position = ftransform();
- gl_PointSize = (gl_Position.w == 1.0) ? zoom * near_plane_height * point_size : near_plane_height * point_size / gl_Position.w;
-}