mirror of
https://github.com/OrcaSlicer/OrcaSlicer.git
synced 2026-07-23 10:52:15 +00:00
Merge branch 'main' into belt/baseChanges
This commit is contained in:
@@ -10,18 +10,18 @@ const float EPSILON = 0.0001;
|
||||
|
||||
// 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 (0.8 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_TOP_SHININESS 128.0
|
||||
#define LIGHT_TOP_DIFFUSE (0.85 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_TOP_SPECULAR (0.35 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_TOP_SHININESS 32.0
|
||||
|
||||
// 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 LIGHT_FRONT_SPECULAR (0.28 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_FRONT_SHININESS 64.0
|
||||
#define LIGHT_FRONT_DIFFUSE (0.35 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_FRONT_SPECULAR (0.12 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_FRONT_SHININESS 16.0
|
||||
|
||||
#define INTENSITY_AMBIENT 0.22
|
||||
#define WINDOW_REFLECTION_INTENSITY 0.55
|
||||
#define INTENSITY_AMBIENT 0.25
|
||||
#define WINDOW_REFLECTION_INTENSITY 0.30
|
||||
|
||||
struct PrintVolumeDetection
|
||||
{
|
||||
@@ -162,11 +162,11 @@ vec3 compute_window_reflection(vec3 normal, vec3 view_dir)
|
||||
float bars = 1.0;
|
||||
|
||||
// Fresnel effect for edge glow
|
||||
float fresnel = pow(1.0 - max(dot(normal, view_dir), 0.0), 1.0);
|
||||
float fresnel = pow(1.0 - max(dot(normal, view_dir), 0.0), 1.2);
|
||||
float facing = smoothstep(-0.4, 0.6, reflect_light.z);
|
||||
|
||||
float intensity = window_light * bars * (0.25 + 0.25 * fresnel) * facing;
|
||||
intensity = clamp(intensity, 0.0, 0.45);
|
||||
float intensity = window_light * bars * (0.15 + 0.15 * fresnel) * facing;
|
||||
intensity = clamp(intensity, 0.0, 0.25);
|
||||
|
||||
return vec3(intensity);
|
||||
}
|
||||
|
||||
@@ -10,18 +10,18 @@ const float EPSILON = 0.0001;
|
||||
|
||||
// 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 (0.8 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_TOP_SHININESS 128.0
|
||||
#define LIGHT_TOP_DIFFUSE (0.85 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_TOP_SPECULAR (0.35 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_TOP_SHININESS 32.0
|
||||
|
||||
// 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 LIGHT_FRONT_SPECULAR (0.28 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_FRONT_SHININESS 64.0
|
||||
#define LIGHT_FRONT_DIFFUSE (0.35 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_FRONT_SPECULAR (0.12 * INTENSITY_CORRECTION)
|
||||
#define LIGHT_FRONT_SHININESS 16.0
|
||||
|
||||
#define INTENSITY_AMBIENT 0.22
|
||||
#define WINDOW_REFLECTION_INTENSITY 0.55
|
||||
#define INTENSITY_AMBIENT 0.25
|
||||
#define WINDOW_REFLECTION_INTENSITY 0.30
|
||||
|
||||
struct PrintVolumeDetection
|
||||
{
|
||||
@@ -164,12 +164,13 @@ vec3 compute_window_reflection(vec3 normal, vec3 view_dir)
|
||||
// No bars - just pure circular glass
|
||||
float bars = 1.0;
|
||||
|
||||
// Fresnel effect for edge glow
|
||||
float fresnel = pow(1.0 - max(dot(normal, view_dir), 0.0), 1.0);
|
||||
|
||||
float fresnel = pow(1.0 - max(dot(normal, view_dir), 0.0), 1.2);
|
||||
float facing = smoothstep(-0.4, 0.6, reflect_light.z);
|
||||
|
||||
float intensity = window_light * bars * (0.25 + 0.25 * fresnel) * facing;
|
||||
intensity = clamp(intensity, 0.0, 0.45);
|
||||
|
||||
float intensity = window_light * bars * (0.15 + 0.15 * fresnel) * facing;
|
||||
intensity = clamp(intensity, 0.0, 0.25);
|
||||
|
||||
return vec3(intensity);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user