#version 110 const vec3 ZERO = vec3(0.0, 0.0, 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; #define INTENSITY_CORRECTION 0.6 #define PHONG_BRIGHTNESS 1.0 // 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 (0.85 * 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 (0.35 * INTENSITY_CORRECTION) #define LIGHT_FRONT_SPECULAR (0.12 * INTENSITY_CORRECTION) #define LIGHT_FRONT_SHININESS 16.0 #define INTENSITY_AMBIENT 0.25 #define WINDOW_REFLECTION_INTENSITY 0.30 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; vec3 up_direction; }; 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; uniform float z_far; uniform float z_near; uniform bool enable_ssao; // 1 = the Design tab's studio lighting (studio_shade below); 0 = the two-light model above, which // every other canvas keeps. world_up_eye is world +Z in eye space, for the hemisphere ambient. uniform int lighting_model; uniform vec3 world_up_eye; // 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; // ORCA: realistic view - static shadows also light the scene from their fixed light. uniform bool use_static_light; uniform vec3 static_light_dir; vec3 top_light_dir() { return use_static_light ? static_light_dir : LIGHT_TOP_DIR; } varying vec3 clipping_planes_dots; varying float color_clip_plane_dot; varying vec4 world_pos; varying float world_normal_z; varying vec3 eye_normal; varying vec3 eye_position; 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 algorithm by leoneruggiero // https://www.shadertoy.com/view/DslXz2 #define INFLATE 1 float GetTolerance(float d, float k) { 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) { float x0 = abs(texture2D(depth_tex, (fragCoord + dir*-2.0) / screen_size).r); float x1 = abs(texture2D(depth_tex, (fragCoord + dir*-1.0) / screen_size).r); float x2 = abs(texture2D(depth_tex, (fragCoord + dir* 0.0) / screen_size).r); float x3 = abs(texture2D(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)), DetectSilho(fragCoord, vec2(0,1)) ); } float compute_ssao_factor(vec3 normal, vec3 view_dir, vec3 eye_pos) { vec3 normal_dx = dFdx(normal); vec3 normal_dy = dFdy(normal); float normal_variation = clamp(length(normal_dx) + length(normal_dy), 0.0, 1.0); float depth_gradient = clamp(length(vec2(dFdx(eye_pos.z), dFdy(eye_pos.z))) * 0.8, 0.0, 1.0); float cavity = clamp(normal_variation * 0.70 + depth_gradient * 0.60, 0.0, 1.0); float cavity_mask = smoothstep(0.25, 0.75, cavity); float ao_strength = pow(cavity, 1.15) * cavity_mask; return clamp(1.0 - ao_strength * 0.90, 0.25, 1.0); } float soft_circle(vec2 p, vec2 center, float radius, float blur) { float dist = distance(p, center); return 1.0 - smoothstep(radius - blur, radius, dist); } vec3 compute_window_reflection(vec3 normal, vec3 view_dir) { const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); vec3 light_dir = normalize(LIGHT_TOP_DIR); vec3 reflect_light = normalize(reflect(-light_dir, normal)); // UV coordinates for the reflection vec2 uv = (reflect_light.xy / (1.0 + max(reflect_light.z, 0.3))) * 2.2; vec2 grad = fwidth(uv) * 0.8; float blur = 0.12 + grad.x * 1.5; // === CIRCULAR WINDOW (porthole style) === // Single round window, no bars vec2 window_center = vec2(0.0, 0.0); float window_radius = 0.5; // Radius of the circular window float window_light = soft_circle(uv, window_center, window_radius, blur); // 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), 1.2); float facing = smoothstep(-0.4, 0.6, reflect_light.z); float intensity = window_light * bars * (0.15 + 0.15 * fresnel) * facing; intensity = clamp(intensity, 0.0, 0.25); return vec3(intensity); } // 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), top_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 = texture2D(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); } // Studio lighting for the Design tab. The default model lights every face from near the camera, // so the sides of a part come out in nearly the same tone and its form is hard to read. This one // separates faces by their orientation in the WORLD (a sky/ground hemisphere: up-facing faces // cool and bright, down-facing ones warm and dark), keeps a strong key light from the upper left // and a weak fill from the right, gives a plastic-like highlight, and darkens the base colour // toward the silhouette while adding a faint sheen there, so curved faces read as round. vec3 studio_shade(vec3 base, vec3 n, vec3 v) { vec3 key = normalize(vec3(-0.45, 0.60, 0.66)); vec3 fill = normalize(vec3(0.70, -0.15, 0.70)); float hemi = 0.5 + 0.5 * dot(n, normalize(world_up_eye)); vec3 ambient = mix(vec3(0.16, 0.15, 0.14), vec3(0.40, 0.42, 0.46), hemi); float kd = max(dot(n, key), 0.0); float fd = max(dot(n, fill), 0.0); vec3 diffuse = ambient + vec3(0.60) * kd + vec3(0.20) * fd; float spec = 0.28 * pow(max(dot(n, normalize(key + v)), 0.0), 48.0) + 0.06 * pow(max(dot(n, normalize(fill + v)), 0.0), 24.0); float rim = pow(1.0 - clamp(dot(n, v), 0.0, 1.0), 3.0); return base * diffuse * (1.0 - 0.30 * rim) + vec3(spec + 0.08 * rim); } 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; } } vec3 pv_check_min = ZERO; vec3 pv_check_max = ZERO; if (print_volume.type == 0) { 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) { 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; vec3 normal = normalize(eye_normal); vec3 view_dir = normalize(-eye_position); float NdotL_top = max(dot(normal, top_light_dir()), 0.0); float diffuse = INTENSITY_AMBIENT + NdotL_top * LIGHT_TOP_DIFFUSE; vec3 half_top = normalize(top_light_dir() + view_dir); float specular = LIGHT_TOP_SPECULAR * pow(max(dot(normal, half_top), 0.0), LIGHT_TOP_SHININESS); float NdotL_front = max(dot(normal, LIGHT_FRONT_DIR), 0.0); diffuse += NdotL_front * LIGHT_FRONT_DIFFUSE; vec3 half_front = normalize(LIGHT_FRONT_DIR + view_dir); specular += LIGHT_FRONT_SPECULAR * pow(max(dot(normal, half_front), 0.0), LIGHT_FRONT_SHININESS); vec3 window_reflection = compute_window_reflection(normal, view_dir); // SSAO is applied in post-process pass. Keep base lighting unchanged here. float shade = shadow_shade(); vec3 lit = (lighting_model == 1) ? studio_shade(color.rgb, normal, view_dir) : (vec3(specular) + window_reflection + color.rgb * diffuse) * PHONG_BRIGHTNESS; if (is_outline) { vec3 shaded_rgb = lit * shade; vec4 shaded_color = vec4(clamp(shaded_rgb, vec3(0.0), vec3(1.0)), color.a); vec2 fragCoord = gl_FragCoord.xy; float s = DetectSilho(fragCoord); 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; gl_FragColor = vec4(mix(shaded_color.rgb, getBackfaceColor(shaded_color.rgb), s), shaded_color.a); } #ifdef ENABLE_ENVIRONMENT_MAP else if (use_environment_tex) gl_FragColor = vec4(clamp((0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + window_reflection + 0.8 * color.rgb * diffuse) * PHONG_BRIGHTNESS * shade, vec3(0.0), vec3(1.0)), color.a); #endif else gl_FragColor = vec4(clamp(lit * shade, vec3(0.0), vec3(1.0)), color.a); }