mirror of
https://github.com/OrcaSlicer/OrcaSlicer.git
synced 2026-09-26 10:21:00 +00:00
Its shader files, the name they are registered under, its members and the panel text now match what it does: shading only, no geometry.
128 lines
5.2 KiB
GLSL
128 lines
5.2 KiB
GLSL
#version 140
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// UV-check overlay for the texture-displacement gizmo, drawn over the painted patch so the LSCM
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// unwrap can be sanity-checked on the real 3D surface (mode set by the `mode` uniform):
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// mode 0 - Checker: a procedural checkerboard sampled at the layer's uv. Even squares that stay
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// square everywhere on the model mean the unwrap is low-distortion; squares that smear or
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// shear reveal exactly where it stretches. Same uv the bake samples, so what you see is
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// where the texture actually lands.
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// mode 1 - Distortion heatmap: the per-vertex area-distortion carried in `distortion`, blue
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// (compressed) -> green (ideal) -> red (stretched).
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// Both are lit with the same cheap two-light diffuse the shaded preview uses, so the surface still
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// reads as 3D.
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#define INTENSITY_CORRECTION 0.6
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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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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 INTENSITY_AMBIENT 0.3
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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uniform mat3 view_normal_matrix;
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uniform bool volume_mirrored;
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uniform int mode; // 0 checker, 1 distortion
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uniform float checker_freq; // checker squares per uv unit (one uv unit == one texture tile)
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uniform float tiling_scale;
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uniform vec3 tex_anchor; // the volume's origin in world space
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uniform float rotation_rad;
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uniform vec2 uv_offset;
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uniform bool use_vertex_uv;
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// The in-shader projection (0 Triplanar, 1 Cylindrical, 2 Spherical) and the painted patch's frame the
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// wrapping ones wrap around, in the texture frame - the same uniforms, and the same formulas, as
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// texture_displacement_shaded.fs, so the checker reports the projection the bake will actually use.
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uniform int projection_mode;
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uniform vec3 patch_center;
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uniform vec3 patch_axis;
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// Height map width / height, as apply_uv_transform() applies it. Without it the checker diverged from
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// the bake for any non-square texture, in every in-shader projection.
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uniform float tex_aspect;
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in vec3 clipping_planes_dots;
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in vec4 model_pos;
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in vec4 world_pos;
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in float distortion;
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in vec2 vertex_uv;
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out vec4 out_color;
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void cylinder_frame(out vec3 up, out vec3 right, out vec3 fwd)
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{
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up = (length(patch_axis) > 1e-8) ? normalize(patch_axis) : vec3(0.0, 0.0, 1.0);
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vec3 arbitrary = (abs(up.z) < 0.9) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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right = normalize(cross(up, arbitrary));
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fwd = normalize(cross(right, up));
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}
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// Term for term libslic3r's project_planar() / project_cylindrical() / project_spherical(), in mm.
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vec2 projection_raw(vec3 p, vec3 n)
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{
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if (projection_mode == 1) {
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vec3 up, right, fwd;
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cylinder_frame(up, right, fwd);
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vec3 rel = p - patch_center;
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float x = dot(rel, right);
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float y = dot(rel, fwd);
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return vec2(atan(y, x) * sqrt(x * x + y * y), dot(rel, up));
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}
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if (projection_mode == 2) {
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vec3 rel = p - patch_center;
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float radius = length(rel);
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if (radius < 1e-8)
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return vec2(0.0);
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vec3 dir = rel / radius;
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return vec2(atan(dir.y, dir.x), asin(clamp(dir.z, -1.0, 1.0))) * radius;
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}
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vec3 an = abs(n);
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return (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
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}
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vec2 project_uv(vec3 p, vec3 n)
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{
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vec2 planar = projection_raw(p, n);
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planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
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float cs = cos(rotation_rad);
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float sn = sin(rotation_rad);
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vec2 r = vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs);
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r.y *= tex_aspect; // after the rotation, so the rotation stays a rotation rather than a shear
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return r + uv_offset;
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}
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// Blue -> cyan -> green -> yellow -> red over t in [0,1].
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vec3 heatmap(float t)
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{
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t = clamp(t, 0.0, 1.0);
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return clamp(vec3(1.5 - abs(4.0 * t - 3.0),
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1.5 - abs(4.0 * t - 2.0),
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1.5 - abs(4.0 * t - 1.0)), 0.0, 1.0);
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}
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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// World space anchored at the volume's origin, like the bake and the shaded preview.
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vec3 triangle_normal = normalize(cross(dFdx(world_pos.xyz), dFdy(world_pos.xyz)));
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vec3 tex_pos = world_pos.xyz - tex_anchor;
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if (volume_mirrored)
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triangle_normal = -triangle_normal;
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vec3 base;
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if (mode == 1) {
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base = heatmap(distortion);
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} else {
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vec2 uv = use_vertex_uv ? vertex_uv : project_uv(tex_pos, triangle_normal);
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vec2 c = floor(uv * checker_freq);
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float check = mod(c.x + c.y, 2.0);
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// Two distinct greys, plus a faint tint on one set so orientation is readable at a glance.
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base = (check < 0.5) ? vec3(0.22, 0.23, 0.26) : vec3(0.82, 0.83, 0.86);
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}
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vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
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float intensity = INTENSITY_AMBIENT + max(dot(eye_normal, LIGHT_TOP_DIR), 0.0) * LIGHT_TOP_DIFFUSE
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+ max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0) * LIGHT_FRONT_DIFFUSE;
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out_color = vec4(base * intensity, 1.0);
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}
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