mirror of
https://github.com/OrcaSlicer/OrcaSlicer.git
synced 2026-06-11 06:23:08 +00:00
tweeks
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@@ -6,6 +6,7 @@ const vec3 LightBlue = vec3(0.73, 1.0, 1.0);
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const float EPSILON = 0.0001;
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#define INTENSITY_CORRECTION 0.6
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#define PHONG_BRIGHTNESS 1.12
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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@@ -186,7 +187,8 @@ void main()
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// SSAO is applied in post-process pass. Keep base lighting unchanged here.
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if (is_outline) {
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vec4 shaded_color = vec4(vec3(specular) + color.rgb * diffuse, color.a);
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vec3 shaded_rgb = (vec3(specular) + color.rgb * diffuse) * PHONG_BRIGHTNESS;
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vec4 shaded_color = vec4(clamp(shaded_rgb, vec3(0.0), vec3(1.0)), color.a);
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vec2 fragCoord = gl_FragCoord.xy;
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float s = DetectSilho(fragCoord);
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for(int i=1;i<=INFLATE; i++)
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@@ -198,8 +200,8 @@ void main()
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}
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#ifdef ENABLE_ENVIRONMENT_MAP
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else if (use_environment_tex)
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gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * diffuse, color.a);
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gl_FragColor = vec4(clamp((0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * diffuse) * PHONG_BRIGHTNESS, vec3(0.0), vec3(1.0)), color.a);
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#endif
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else
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gl_FragColor = vec4(vec3(specular) + color.rgb * diffuse, color.a);
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gl_FragColor = vec4(clamp((vec3(specular) + color.rgb * diffuse) * PHONG_BRIGHTNESS, vec3(0.0), vec3(1.0)), color.a);
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}
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@@ -6,6 +6,7 @@ const vec3 LightBlue = vec3(0.73, 1.0, 1.0);
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const float EPSILON = 0.0001;
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#define INTENSITY_CORRECTION 0.6
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#define PHONG_BRIGHTNESS 1.12
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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@@ -190,7 +191,8 @@ void main()
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// SSAO is applied in post-process pass. Keep base lighting unchanged here.
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if (is_outline) {
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vec4 shaded_color = vec4(vec3(specular) + color.rgb * diffuse, color.a);
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vec3 shaded_rgb = (vec3(specular) + color.rgb * diffuse) * PHONG_BRIGHTNESS;
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vec4 shaded_color = vec4(clamp(shaded_rgb, vec3(0.0), vec3(1.0)), color.a);
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vec2 fragCoord = gl_FragCoord.xy;
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float s = DetectSilho(fragCoord);
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for(int i=1;i<=INFLATE; i++)
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@@ -202,8 +204,8 @@ void main()
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}
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#ifdef ENABLE_ENVIRONMENT_MAP
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else if (use_environment_tex)
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out_color = vec4(0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * diffuse, color.a);
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out_color = vec4(clamp((0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * diffuse) * PHONG_BRIGHTNESS, vec3(0.0), vec3(1.0)), color.a);
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#endif
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else
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out_color = vec4(vec3(specular) + color.rgb * diffuse, color.a);
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out_color = vec4(clamp((vec3(specular) + color.rgb * diffuse) * PHONG_BRIGHTNESS, vec3(0.0), vec3(1.0)), color.a);
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}
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