#version 140 const vec3 ZERO = vec3(0.0, 0.0, 0.0); //BBS: add grey and orange //const vec3 GREY = vec3(0.9, 0.9, 0.9); const vec3 ORANGE = vec3(0.8, 0.4, 0.0); const vec3 LightRed = vec3(0.78, 0.0, 0.0); const vec3 LightBlue = vec3(0.73, 1.0, 1.0); const float EPSILON = 0.0001; struct PrintVolumeDetection { // 0 = rectangle, 1 = circle, 2 = custom, 3 = invalid int type; // type = 0 (rectangle): // x = min.x, y = min.y, z = max.x, w = max.y // type = 1 (circle): // x = center.x, y = center.y, z = radius vec4 xy_data; // x = min z, y = max z vec2 z_data; }; struct SlopeDetection { bool actived; float normal_z; mat3 volume_world_normal_matrix; }; uniform vec4 uniform_color; uniform bool use_color_clip_plane; uniform vec4 uniform_color_clip_plane_1; uniform vec4 uniform_color_clip_plane_2; uniform SlopeDetection slope; //BBS: add outline_color uniform bool is_outline; uniform sampler2D depth_tex; uniform vec2 screen_size; #ifdef ENABLE_ENVIRONMENT_MAP uniform sampler2D environment_tex; uniform bool use_environment_tex; #endif // ENABLE_ENVIRONMENT_MAP uniform PrintVolumeDetection print_volume; // BBS H2D/H2C per-extruder printable height (3DScene.cpp): .x = flag (>=1 active), .y/.z = the two // extruders' Z limits. Inert unless the CPU sets .x >= 1.0 (multi-extruder printers only), so the // shared object shader stays pixel-identical for single-extruder printers. See 3DScene.cpp. uniform vec3 extruder_printable_heights; const float ONE_OVER_EPSILON = 1e4; uniform float z_far; uniform float z_near; // Depth-based shadow map (object-on-object and self shadows). shadow_intensity == 0 disables it. uniform sampler2D shadow_map; uniform mat4 shadow_light_vp; uniform float shadow_intensity; uniform float shadow_map_texel; // LIGHT_TOP_DIR in eye space (matches the diffuse light used for shading in gouraud.vs). const vec3 SHADOW_LIGHT_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); in vec3 clipping_planes_dots; in float color_clip_plane_dot; // x = diffuse, y = specular; in vec2 intensity; in vec4 world_pos; in float world_normal_z; in vec3 eye_normal; vec3 getBackfaceColor(vec3 fill) { float brightness = 0.2126 * fill.r + 0.7152 * fill.g + 0.0722 * fill.b; return (brightness > 0.75) ? vec3(0.11, 0.165, 0.208) : vec3(0.988, 0.988, 0.988); } // Silhouette edge detection & rendering algorithem by leoneruggiero // https://www.shadertoy.com/view/DslXz2 #define INFLATE 1 float GetTolerance(float d, float k) { // ------------------------------------------- // Find a tolerance for depth that is constant // in view space (k in view space). // // tol = k*ddx(ZtoDepth(z)) // ------------------------------------------- float A=- (z_far+z_near)/(z_far-z_near); float B=-2.0*z_far*z_near /(z_far-z_near); d = d*2.0-1.0; return -k*(d+A)*(d+A)/B; } float DetectSilho(vec2 fragCoord, vec2 dir) { // ------------------------------------------- // x0 ___ x1----o // :\ : // r0 : \ : r1 // : \ : // o---x2 ___ x3 // // r0 and r1 are the differences between actual // and expected (as if x0..3 where on the same // plane) depth values. // ------------------------------------------- float x0 = abs(texture(depth_tex, (fragCoord + dir*-2.0) / screen_size).r); float x1 = abs(texture(depth_tex, (fragCoord + dir*-1.0) / screen_size).r); float x2 = abs(texture(depth_tex, (fragCoord + dir* 0.0) / screen_size).r); float x3 = abs(texture(depth_tex, (fragCoord + dir* 1.0) / screen_size).r); float d0 = (x1-x0); float d1 = (x2-x3); float r0 = x1 + d0 - x2; float r1 = x2 + d1 - x1; float tol = GetTolerance(x2, 0.04); return smoothstep(0.0, tol*tol, max( - r0*r1, 0.0)); } float DetectSilho(vec2 fragCoord) { return max( DetectSilho(fragCoord, vec2(1,0)), // Horizontal DetectSilho(fragCoord, vec2(0,1)) // Vertical ); } // Returns a lighting multiplier in [1 - shadow_intensity, 1]: < 1 where the fragment is // occluded from the light in the shadow map. 3x3 PCF softens the edges. float shadow_shade() { if (shadow_intensity <= 0.0) return 1.0; vec4 lp = shadow_light_vp * world_pos; vec3 proj = lp.xyz / lp.w; proj = proj * 0.5 + 0.5; if (proj.z > 1.0) return 1.0; // Slope-scaled depth bias: larger where the surface grazes / faces away from the light. This // suppresses self-shadow acne without discarding real shadows cast by other objects onto // back-facing surfaces (e.g. the shaded back/tip of a cone sitting inside a larger shadow). float NdotL = dot(normalize(eye_normal), SHADOW_LIGHT_DIR); float bias = mix(0.0004, 0.004, clamp(1.0 - NdotL, 0.0, 1.0)); // 5x5 PCF: softens shadow edges into a smooth penumbra and blurs residual facet acne. float sum = 0.0; for (int x = -2; x <= 2; ++x) { for (int y = -2; y <= 2; ++y) { float closest = texture(shadow_map, proj.xy + vec2(float(x), float(y)) * shadow_map_texel).r; sum += (proj.z - bias > closest) ? 1.0 : 0.0; } } return 1.0 - shadow_intensity * (sum / 25.0); } out vec4 out_color; void main() { if (any(lessThan(clipping_planes_dots, ZERO))) discard; vec4 color; if (use_color_clip_plane) { color.rgb = (color_clip_plane_dot < 0.0) ? uniform_color_clip_plane_1.rgb : uniform_color_clip_plane_2.rgb; color.a = uniform_color.a; } else color = uniform_color; if (slope.actived) { if(world_pos.z<0.1&&world_pos.z>-0.1) { color.rgb = LightBlue; color.a = 0.8; } else if( world_normal_z < slope.normal_z - EPSILON) { color.rgb = color.rgb * 0.5 + LightRed * 0.5; color.a = 0.8; } } // if the fragment is outside the print volume -> use darker color vec3 pv_check_min = ZERO; vec3 pv_check_max = ZERO; if (print_volume.type == 0) { // rectangle pv_check_min = world_pos.xyz - vec3(print_volume.xy_data.x, print_volume.xy_data.y, print_volume.z_data.x); pv_check_max = world_pos.xyz - vec3(print_volume.xy_data.z, print_volume.xy_data.w, print_volume.z_data.y); } else if (print_volume.type == 1) { // circle float delta_radius = print_volume.xy_data.z - distance(world_pos.xy, print_volume.xy_data.xy); pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x); pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y); } color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb; // BBS per-extruder printable-height shading (H2D/H2C). Gated on the flag so it is inert for // single-extruder printers. Darkens the band between the two extruders' Z limits inside the bed // rect (the zone only the taller extruder can reach). Math kept byte-identical to BBS gouraud.fs. if (extruder_printable_heights.x >= 1.0) { vec3 eph_check_min = (world_pos.xyz - vec3(print_volume.xy_data.x, print_volume.xy_data.y, extruder_printable_heights.y)) * ONE_OVER_EPSILON; vec3 eph_check_max = (world_pos.xyz - vec3(print_volume.xy_data.z, print_volume.xy_data.w, extruder_printable_heights.z)) * ONE_OVER_EPSILON; bool is_out_printable_height = (all(greaterThan(eph_check_min, vec3(1.0))) && all(lessThan(eph_check_max, vec3(1.0)))); color.rgb = is_out_printable_height ? mix(color.rgb, ZERO, 0.7) : color.rgb; } float shade = shadow_shade(); //BBS: add outline_color if (is_outline) { color = vec4((vec3(intensity.y) + color.rgb * intensity.x) * shade, color.a); vec2 fragCoord = gl_FragCoord.xy; float s = DetectSilho(fragCoord); // Makes silhouettes thicker. for(int i=1;i<=INFLATE; i++) { s = max(s, DetectSilho(fragCoord.xy + vec2(i, 0))); s = max(s, DetectSilho(fragCoord.xy + vec2(0, i))); } if (s < 0.01) discard; out_color = vec4(mix(color.rgb, getBackfaceColor(color.rgb), s), color.a); } #ifdef ENABLE_ENVIRONMENT_MAP else if (use_environment_tex) out_color = vec4((0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * intensity.x) * shade, color.a); #endif else out_color = vec4((vec3(intensity.y) + color.rgb * intensity.x) * shade, color.a); }