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https://github.com/OrcaSlicer/OrcaSlicer.git
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gamma 2.2
Co-Authored-By: Ian Bassi <12130714+ianalexis@users.noreply.github.com>
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@@ -11,14 +11,14 @@ const float EPSILON = 0.0001;
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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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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.85 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 72.0
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#define LIGHT_TOP_SPECULAR (1.10 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 128.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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#define LIGHT_FRONT_SPECULAR (0.20 * INTENSITY_CORRECTION)
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#define LIGHT_FRONT_SHININESS 28.0
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#define LIGHT_FRONT_SPECULAR (0.28 * INTENSITY_CORRECTION)
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#define LIGHT_FRONT_SHININESS 64.0
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#define INTENSITY_AMBIENT 0.22
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@@ -82,7 +82,7 @@ void main()
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// Boost brightness on top surfaces (optional)
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float brightness_boost = 1.0 + up_factor * 0.15; // 15% extra brightness on top
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ambient_occlusion = pow(ambient_occlusion, 1.1) * brightness_boost;
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ambient_occlusion = pow(ambient_occlusion, 2.2) * brightness_boost;
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ambient_occlusion = clamp(ambient_occlusion, 0.45, 1.05);
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gl_FragColor = vec4(base * ambient_occlusion, 1.0);
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@@ -11,14 +11,14 @@ const float EPSILON = 0.0001;
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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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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.85 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 72.0
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#define LIGHT_TOP_SPECULAR (1.10 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 128.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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#define LIGHT_FRONT_SPECULAR (0.20 * INTENSITY_CORRECTION)
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#define LIGHT_FRONT_SHININESS 28.0
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#define LIGHT_FRONT_SPECULAR (0.28 * INTENSITY_CORRECTION)
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#define LIGHT_FRONT_SHININESS 64.0
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#define INTENSITY_AMBIENT 0.22
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@@ -87,7 +87,7 @@ void main()
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// Additional brightness boost for upward-facing surfaces
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float brightness_boost = 1.0 + up_factor * 0.2;
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ao_factor = pow(ao_factor, 1.1) * brightness_boost;
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ao_factor = pow(ao_factor, 2.2) * brightness_boost;
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occlusion = clamp(ao_factor, 0.45, 1.05);
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} else {
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