mirror of
https://github.com/OrcaSlicer/OrcaSlicer.git
synced 2026-07-17 16:02:11 +00:00
* Fix external outline * Format and values * frag_color -> gl_FragColor * Remove Transform3d& view_matrix * Clarify rendering comments in 3DScene.cpp Updated comments to clarify rendering process using stencil buffer. --------- Co-authored-by: Ian Bassi <ian.bassi@outlook.com> Co-authored-by: Noisyfox <timemanager.rick@gmail.com>
66 lines
2.1 KiB
GLSL
66 lines
2.1 KiB
GLSL
#version 110
|
|
|
|
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
|
|
|
|
struct SlopeDetection
|
|
{
|
|
bool actived;
|
|
float normal_z;
|
|
mat3 volume_world_normal_matrix;
|
|
};
|
|
|
|
uniform mat4 view_model_matrix;
|
|
uniform mat4 projection_matrix;
|
|
uniform mat3 view_normal_matrix;
|
|
uniform mat4 volume_world_matrix;
|
|
uniform SlopeDetection slope;
|
|
uniform bool is_outline;
|
|
uniform vec2 screen_size;
|
|
|
|
// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
|
|
uniform vec2 z_range;
|
|
// Clipping plane - general orientation. Used by the SLA gizmo.
|
|
uniform vec4 clipping_plane;
|
|
// Color clip plane - general orientation. Used by the cut gizmo.
|
|
uniform vec4 color_clip_plane;
|
|
|
|
attribute vec3 v_position;
|
|
attribute vec3 v_normal;
|
|
|
|
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;
|
|
|
|
void main()
|
|
{
|
|
// First transform the normal into camera space and normalize the result.
|
|
eye_normal = normalize(view_normal_matrix * v_normal);
|
|
|
|
vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
|
eye_position = position.xyz;
|
|
|
|
// Point in homogenous coordinates.
|
|
world_pos = volume_world_matrix * vec4(v_position, 1.0);
|
|
|
|
// z component of normal vector in world coordinate used for slope shading
|
|
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * v_normal)).z : 0.0;
|
|
|
|
gl_Position = projection_matrix * position;
|
|
if (is_outline) {
|
|
vec3 n = normalize((view_normal_matrix * v_normal).xyz);
|
|
vec2 dir = normalize(n.xy);
|
|
if (dot(dir, dir) > 0.0) {
|
|
//set outline thickness
|
|
float px = 3.0;
|
|
gl_Position.xy += dir * (px * 2.0 / screen_size) * gl_Position.w;
|
|
}
|
|
}
|
|
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
|
|
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
|
|
color_clip_plane_dot = dot(world_pos, color_clip_plane);
|
|
}
|