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OrcaSlicer/resources/shaders/110/texture_displacement_uvcheck.fs
2026-07-16 08:43:08 +02:00

71 lines
2.3 KiB
GLSL

#version 110
// See resources/shaders/140/texture_displacement_uvcheck.fs; GLSL 1.10 compatibility variant.
#define INTENSITY_CORRECTION 0.6
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
#define INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform mat3 view_normal_matrix;
uniform bool volume_mirrored;
uniform int mode;
uniform float checker_freq;
uniform float tiling_scale;
uniform float rotation_rad;
uniform vec2 uv_offset;
uniform bool use_vertex_uv;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
varying vec4 world_pos;
varying float distortion;
varying vec2 vertex_uv;
vec2 project_uv(vec3 p, vec3 n)
{
vec3 an = abs(n);
vec2 planar = (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
planar *= (tiling_scale > 1e-6) ? (1.0 / tiling_scale) : 1.0;
float cs = cos(rotation_rad);
float sn = sin(rotation_rad);
return vec2(planar.x * cs - planar.y * sn, planar.x * sn + planar.y * cs) + uv_offset;
}
vec3 heatmap(float t)
{
t = clamp(t, 0.0, 1.0);
return clamp(vec3(1.5 - abs(4.0 * t - 3.0),
1.5 - abs(4.0 * t - 2.0),
1.5 - abs(4.0 * t - 1.0)), 0.0, 1.0);
}
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
if (volume_mirrored)
triangle_normal = -triangle_normal;
vec3 base;
if (mode == 1) {
base = heatmap(distortion);
} else {
vec2 uv = use_vertex_uv ? vertex_uv : project_uv(model_pos.xyz, triangle_normal);
vec2 c = floor(uv * checker_freq);
float check = mod(c.x + c.y, 2.0);
base = (check < 0.5) ? vec3(0.22, 0.23, 0.26) : vec3(0.82, 0.83, 0.86);
}
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
float intensity = INTENSITY_AMBIENT + max(dot(eye_normal, LIGHT_TOP_DIR), 0.0) * LIGHT_TOP_DIFFUSE
+ max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0) * LIGHT_FRONT_DIFFUSE;
gl_FragColor = vec4(base * intensity, 1.0);
}