Files
OrcaSlicer/resources/shaders/110/phong.fs
2026-05-18 17:50:01 -03:00

208 lines
6.8 KiB
GLSL

#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 1.12
// 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 (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (1.10 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 128.0
// 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 (0.3 * INTENSITY_CORRECTION)
#define LIGHT_FRONT_SPECULAR (0.28 * INTENSITY_CORRECTION)
#define LIGHT_FRONT_SHININESS 64.0
#define INTENSITY_AMBIENT 0.22
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;
uniform float z_far;
uniform float z_near;
uniform bool enable_ssao;
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);
}
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, LIGHT_TOP_DIR), 0.0);
float diffuse = INTENSITY_AMBIENT + NdotL_top * LIGHT_TOP_DIFFUSE;
vec3 half_top = normalize(LIGHT_TOP_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);
// SSAO is applied in post-process pass. Keep base lighting unchanged here.
if (is_outline) {
vec3 shaded_rgb = (vec3(specular) + color.rgb * diffuse) * PHONG_BRIGHTNESS;
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)));
}
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 + 0.8 * color.rgb * diffuse) * PHONG_BRIGHTNESS, vec3(0.0), vec3(1.0)), color.a);
#endif
else
gl_FragColor = vec4(clamp((vec3(specular) + color.rgb * diffuse) * PHONG_BRIGHTNESS, vec3(0.0), vec3(1.0)), color.a);
}