QIDISlicer1.0.0

This commit is contained in:
sunsets
2023-06-10 10:14:12 +08:00
parent f2e20e1a90
commit b4cd486f2d
3475 changed files with 1973675 additions and 0 deletions

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#version 110
uniform vec4 top_color;
uniform vec4 bottom_color;
varying vec2 tex_coord;
void main()
{
gl_FragColor = mix(bottom_color, top_color, tex_coord.y);
}

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#version 110
attribute vec3 v_position;
attribute vec2 v_tex_coord;
varying vec2 tex_coord;
void main()
{
tex_coord = v_tex_coord;
gl_Position = vec4(v_position, 1.0);
}

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#version 110
uniform vec4 uniform_color;
void main()
{
gl_FragColor = uniform_color;
}

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#version 110
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
attribute vec3 v_position;
void main()
{
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}

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#version 110
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform vec4 uniform_color;
varying vec3 clipping_planes_dots;
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
gl_FragColor = uniform_color;
}

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#version 110
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
// 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;
attribute vec3 v_position;
varying vec3 clipping_planes_dots;
void main()
{
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
vec4 world_pos = volume_world_matrix * vec4(v_position, 1.0);
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}

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#version 110
uniform sampler2D uniform_texture;
varying vec2 tex_coord;
void main()
{
gl_FragColor = texture2D(uniform_texture, tex_coord);
}

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#version 110
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
attribute vec3 v_position;
attribute vec2 v_tex_coord;
varying vec2 tex_coord;
void main()
{
tex_coord = v_tex_coord;
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}

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#version 110
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const float EPSILON = 0.0001;
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;
#ifdef ENABLE_ENVIRONMENT_MAP
uniform sampler2D environment_tex;
uniform bool use_environment_tex;
#endif // ENABLE_ENVIRONMENT_MAP
uniform PrintVolumeDetection print_volume;
varying vec3 clipping_planes_dots;
varying float color_clip_plane_dot;
// x = diffuse, y = specular;
varying vec2 intensity;
varying vec4 world_pos;
varying float world_normal_z;
varying vec3 eye_normal;
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 && world_normal_z < slope.normal_z - EPSILON) {
color.rgb = vec3(0.7, 0.7, 1.0);
color.a = 1.0;
}
// if the fragment is outside the print volume -> use darker color
vec3 pv_check_min = ZERO;
vec3 pv_check_max = ZERO;
if (print_volume.type == 0) {
// rectangle
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) {
// circle
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;
#ifdef ENABLE_ENVIRONMENT_MAP
if (use_environment_tex)
gl_FragColor = vec4(0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * intensity.x, color.a);
else
#endif
gl_FragColor = vec4(vec3(intensity.y) + color.rgb * intensity.x, color.a);
}

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#version 110
#define INTENSITY_CORRECTION 0.6
// 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 (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// 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 (0.0 * INTENSITY_CORRECTION)
//#define LIGHT_FRONT_SHININESS 5.0
#define INTENSITY_AMBIENT 0.3
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;
// 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;
// x = diffuse, y = specular;
varying vec2 intensity;
varying vec3 clipping_planes_dots;
varying float color_clip_plane_dot;
varying vec4 world_pos;
varying float world_normal_z;
varying vec3 eye_normal;
void main()
{
// First transform the normal into camera space and normalize the result.
eye_normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// 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;
// 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);
}

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#version 110
uniform vec4 uniform_color;
uniform float emission_factor;
// x = tainted, y = specular;
varying vec2 intensity;
void main()
{
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
}

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#version 110
#define INTENSITY_CORRECTION 0.6
// 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 (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// 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 INTENSITY_AMBIENT 0.3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 view_normal_matrix;
attribute vec3 v_position;
attribute vec3 v_normal;
// x = tainted, y = specular;
varying vec2 intensity;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
gl_Position = projection_matrix * position;
}

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#version 110
uniform vec4 uniform_color;
uniform float emission_factor;
// x = tainted, y = specular;
varying vec2 intensity;
varying float clipping_planes_dot;
void main()
{
if (clipping_planes_dot < 0.0)
discard;
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
}

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#version 110
#define INTENSITY_CORRECTION 0.6
// 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 (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// 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 INTENSITY_AMBIENT 0.3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 view_normal_matrix;
uniform mat4 volume_world_matrix;
// Clipping plane - general orientation. Used by the SLA gizmo.
uniform vec4 clipping_plane;
attribute vec3 v_position;
attribute vec3 v_normal;
// x = tainted, y = specular;
varying vec2 intensity;
varying float clipping_planes_dot;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 eye_normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 eye_position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
gl_Position = projection_matrix * eye_position;
// Fill in the scalar for fragment shader clipping. Fragments with this value lower than zero are discarded.
clipping_planes_dot = dot(volume_world_matrix * vec4(v_position, 1.0), clipping_plane);
}

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#version 110
uniform vec4 uniform_color;
uniform float emission_factor;
// x = tainted, y = specular;
varying vec2 intensity;
void main()
{
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
}

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#version 110
#define INTENSITY_CORRECTION 0.6
// 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 (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// 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 INTENSITY_AMBIENT 0.3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 view_normal_matrix;
// vertex attributes
attribute vec3 v_position;
attribute vec3 v_normal;
// instance attributes
attribute vec3 i_offset;
attribute vec2 i_scales;
// x = tainted, y = specular;
varying vec2 intensity;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 eye_normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 world_position = vec4(v_position * vec3(vec2(1.5 * i_scales.x), 1.5 * i_scales.y) + i_offset - vec3(0.0, 0.0, 0.5 * i_scales.y), 1.0);
vec4 eye_position = view_model_matrix * world_position;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
gl_Position = projection_matrix * eye_position;
}

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#version 110
uniform sampler2D Texture;
varying vec2 Frag_UV;
varying vec4 Frag_Color;
void main()
{
gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
}

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#version 110
uniform mat4 ProjMtx;
attribute vec2 Position;
attribute vec2 UV;
attribute vec4 Color;
varying vec2 Frag_UV;
varying vec4 Frag_Color;
void main()
{
Frag_UV = UV;
Frag_Color = Color;
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
}

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#version 110
uniform vec4 uniform_color;
void main()
{
gl_FragColor = uniform_color;
}

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#version 110
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform float offset;
attribute vec3 v_position;
void main()
{
// Add small epsilon to z to solve z-fighting between painted triangles and contour lines.
vec4 clip_position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
clip_position.z -= offset * abs(clip_position.w);
gl_Position = clip_position;
}

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#version 110
#define INTENSITY_CORRECTION 0.6
// 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 (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// 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 INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const float EPSILON = 0.0001;
uniform vec4 uniform_color;
uniform bool volume_mirrored;
uniform mat4 view_model_matrix;
uniform mat3 view_normal_matrix;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 color = uniform_color.rgb;
float alpha = uniform_color.a;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
#ifdef FLIP_TRIANGLE_NORMALS
triangle_normal = -triangle_normal;
#endif
if (volume_mirrored)
triangle_normal = -triangle_normal;
// First transform the normal into camera space and normalize the result.
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
// x = diffuse, y = specular;
vec2 intensity = vec2(0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec3 position = (view_model_matrix * model_pos).xyz;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
}

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#version 110
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
// 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;
attribute vec3 v_position;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
void main()
{
model_pos = vec4(v_position, 1.0);
// Point in homogenous coordinates.
vec4 world_pos = volume_world_matrix * model_pos;
gl_Position = projection_matrix * view_model_matrix * model_pos;
// 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);
}

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#version 110
const vec3 back_color_dark = vec3(0.235, 0.235, 0.235);
const vec3 back_color_light = vec3(0.365, 0.365, 0.365);
uniform sampler2D texture;
uniform bool transparent_background;
uniform bool svg_source;
varying vec2 tex_coord;
vec4 svg_color()
{
// takes foreground from texture
vec4 fore_color = texture2D(texture, tex_coord);
// calculates radial gradient
vec3 back_color = vec3(mix(back_color_light, back_color_dark, smoothstep(0.0, 0.5, length(abs(tex_coord.xy) - vec2(0.5)))));
// blends foreground with background
return vec4(mix(back_color, fore_color.rgb, fore_color.a), transparent_background ? fore_color.a : 1.0);
}
vec4 non_svg_color()
{
// takes foreground from texture
vec4 color = texture2D(texture, tex_coord);
return vec4(color.rgb, transparent_background ? color.a * 0.25 : color.a);
}
void main()
{
vec4 color = svg_source ? svg_color() : non_svg_color();
color.a = transparent_background ? color.a * 0.5 : color.a;
gl_FragColor = color;
}

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#version 110
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
attribute vec3 v_position;
attribute vec2 v_tex_coord;
varying vec2 tex_coord;
void main()
{
tex_coord = v_tex_coord;
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}

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#version 110
const vec4 BLACK = vec4(vec3(0.1), 1.0);
const vec4 WHITE = vec4(vec3(1.0), 1.0);
const float emission_factor = 0.25;
uniform vec3 world_center;
// x = tainted, y = specular;
varying vec2 intensity;
varying vec3 world_position;
void main()
{
vec3 delta = world_position - world_center;
vec4 color = delta.x * delta.y * delta.z > 0.0 ? BLACK : WHITE;
gl_FragColor = vec4(vec3(intensity.y) + color.rgb * (intensity.x + emission_factor), 1.0);
}

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#version 110
#define INTENSITY_CORRECTION 0.6
// 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 (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// 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 INTENSITY_AMBIENT 0.3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 view_normal_matrix;
attribute vec3 v_position;
attribute vec3 v_normal;
// x = tainted, y = specular;
varying vec2 intensity;
varying vec3 world_position;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
world_position = v_position;
gl_Position = projection_matrix * position;
}

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#version 110
#define M_PI 3.1415926535897932384626433832795
// 2D texture (1D texture split by the rows) of color along the object Z axis.
uniform sampler2D z_texture;
// Scaling from the Z texture rows coordinate to the normalized texture row coordinate.
uniform float z_to_texture_row;
uniform float z_texture_row_to_normalized;
uniform float z_cursor;
uniform float z_cursor_band_width;
// x = tainted, y = specular;
varying vec2 intensity;
varying float object_z;
void main()
{
float object_z_row = z_to_texture_row * object_z;
// Index of the row in the texture.
float z_texture_row = floor(object_z_row);
// Normalized coordinate from 0. to 1.
float z_texture_col = object_z_row - z_texture_row;
float z_blend = 0.25 * cos(min(M_PI, abs(M_PI * (object_z - z_cursor) * 1.8 / z_cursor_band_width))) + 0.25;
// Calculate level of detail from the object Z coordinate.
// This makes the slowly sloping surfaces to be shown with high detail (with stripes),
// and the vertical surfaces to be shown with low detail (no stripes)
float z_in_cells = object_z_row * 190.;
// Gradient of Z projected on the screen.
float dx_vtc = dFdx(z_in_cells);
float dy_vtc = dFdy(z_in_cells);
float lod = clamp(0.5 * log2(max(dx_vtc * dx_vtc, dy_vtc * dy_vtc)), 0., 1.);
// Sample the Z texture. Texture coordinates are normalized to <0, 1>.
vec4 color = vec4(0.25, 0.25, 0.25, 1.0);
if (z_texture_row >= 0.0)
color = mix(texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.),
texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.), lod);
// Mix the final color.
gl_FragColor = vec4(vec3(intensity.y), 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend);
}

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#version 110
#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)
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
//#define LIGHT_FRONT_SHININESS 5.0
#define INTENSITY_AMBIENT 0.3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 view_normal_matrix;
uniform mat4 volume_world_matrix;
uniform float object_max_z;
attribute vec3 v_position;
attribute vec3 v_normal;
attribute vec2 v_tex_coord;
// x = tainted, y = specular;
varying vec2 intensity;
varying float object_z;
void main()
{
// =====================================================
// NOTE:
// when object_max_z > 0.0 we are rendering the overlay
// when object_max_z == 0.0 we are rendering the volumes
// =====================================================
// First transform the normal into camera space and normalize the result.
vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular)
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// Scaled to widths of the Z texture.
object_z = (object_max_z > 0.0) ? object_max_z * v_tex_coord.y : (volume_world_matrix * vec4(v_position, 1.0)).z;
gl_Position = projection_matrix * position;
}

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#version 140
uniform vec4 top_color;
uniform vec4 bottom_color;
in vec2 tex_coord;
out vec4 out_color;
void main()
{
out_color = mix(bottom_color, top_color, tex_coord.y);
}

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#version 140
in vec3 v_position;
in vec2 v_tex_coord;
out vec2 tex_coord;
void main()
{
tex_coord = v_tex_coord;
gl_Position = vec4(v_position, 1.0);
}

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#version 150
// see as reference: https://github.com/mhalber/Lines/blob/master/geometry_shader_lines.h
// https://stackoverflow.com/questions/52928678/dashed-line-in-opengl3
const float aa_radius = 0.5;
uniform float dash_size;
uniform float gap_size;
uniform vec4 uniform_color;
in float line_width;
// x = v tex coord, y = s coord
in vec2 seg_params;
out vec4 out_color;
void main()
{
float inv_stride = 1.0 / (dash_size + gap_size);
if (gap_size > 0.0 && fract(seg_params.y * inv_stride) > dash_size * inv_stride)
discard;
// We render a quad that is fattened by r, giving total width of the line to be w+r. We want smoothing to happen
// around w, so that the edge is properly smoothed out. As such, in the smoothstep function we have:
// Far edge : 1.0 = (w+r) / (w+r)
// Close edge : 1.0 - (2r / (w+r)) = (w+r)/(w+r) - 2r/(w+r)) = (w-r) / (w+r)
// This way the smoothing is centered around 'w'.
out_color = uniform_color;
float inv_line_width = 1.0 / line_width;
float aa = 1.0 - smoothstep(1.0 - (2.0 * aa_radius * inv_line_width), 1.0, abs(seg_params.x * inv_line_width));
out_color.a *= aa;
}

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#version 150
// see as reference: https://github.com/mhalber/Lines/blob/master/geometry_shader_lines.h
// https://stackoverflow.com/questions/52928678/dashed-line-in-opengl3
layout(lines) in;
layout(triangle_strip, max_vertices = 4) out;
const float aa_radius = 0.5;
uniform vec2 viewport_size;
uniform float width;
in float coord_s[];
out float line_width;
// x = v tex coord, y = s coord
out vec2 seg_params;
void main()
{
vec2 ndc_0 = gl_in[0].gl_Position.xy / gl_in[0].gl_Position.w;
vec2 ndc_1 = gl_in[1].gl_Position.xy / gl_in[1].gl_Position.w;
vec2 dir = normalize((ndc_1 - ndc_0) * viewport_size);
vec2 normal_dir = vec2(-dir.y, dir.x);
line_width = max(1.0, width) + 2.0 * aa_radius;
float half_line_width = 0.5 * line_width;
vec2 normal = vec2(line_width / viewport_size[0], line_width / viewport_size[1]) * normal_dir;
seg_params = vec2(-half_line_width, coord_s[0]);
gl_Position = vec4((ndc_0 + normal) * gl_in[0].gl_Position.w, gl_in[0].gl_Position.zw);
EmitVertex();
seg_params = vec2(-half_line_width, coord_s[0]);
gl_Position = vec4((ndc_0 - normal) * gl_in[0].gl_Position.w, gl_in[0].gl_Position.zw);
EmitVertex();
seg_params = vec2(half_line_width, coord_s[1]);
gl_Position = vec4((ndc_1 + normal) * gl_in[1].gl_Position.w, gl_in[1].gl_Position.zw);
EmitVertex();
seg_params = vec2(half_line_width, coord_s[1]);
gl_Position = vec4((ndc_1 - normal) * gl_in[1].gl_Position.w, gl_in[1].gl_Position.zw);
EmitVertex();
EndPrimitive();
}

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#version 150
// see as reference: https://github.com/mhalber/Lines/blob/master/geometry_shader_lines.h
// https://stackoverflow.com/questions/52928678/dashed-line-in-opengl3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
// v_position.w = coordinate along the line
in vec4 v_position;
out float coord_s;
void main()
{
coord_s = v_position.w;
gl_Position = projection_matrix * view_model_matrix * vec4(v_position.xyz, 1.0);
}

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#version 140
uniform vec4 uniform_color;
out vec4 out_color;
void main()
{
out_color = uniform_color;
}

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#version 140
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
in vec3 v_position;
void main()
{
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}

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#version 140
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform vec4 uniform_color;
in vec3 clipping_planes_dots;
out vec4 out_color;
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
out_color = uniform_color;
}

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#version 140
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
// 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;
in vec3 v_position;
out vec3 clipping_planes_dots;
void main()
{
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
vec4 world_pos = volume_world_matrix * vec4(v_position, 1.0);
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}

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#version 140
uniform sampler2D uniform_texture;
in vec2 tex_coord;
out vec4 out_color;
void main()
{
out_color = texture(uniform_texture, tex_coord);
}

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#version 140
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
in vec3 v_position;
in vec2 v_tex_coord;
out vec2 tex_coord;
void main()
{
tex_coord = v_tex_coord;
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}

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#version 140
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const float EPSILON = 0.0001;
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;
#ifdef ENABLE_ENVIRONMENT_MAP
uniform sampler2D environment_tex;
uniform bool use_environment_tex;
#endif // ENABLE_ENVIRONMENT_MAP
uniform PrintVolumeDetection print_volume;
in vec3 clipping_planes_dots;
in float color_clip_plane_dot;
// x = diffuse, y = specular;
in vec2 intensity;
in vec4 world_pos;
in float world_normal_z;
in vec3 eye_normal;
out vec4 out_color;
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 && world_normal_z < slope.normal_z - EPSILON) {
color.rgb = vec3(0.7, 0.7, 1.0);
color.a = 1.0;
}
// if the fragment is outside the print volume -> use darker color
vec3 pv_check_min = ZERO;
vec3 pv_check_max = ZERO;
if (print_volume.type == 0) {
// rectangle
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) {
// circle
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;
#ifdef ENABLE_ENVIRONMENT_MAP
if (use_environment_tex)
out_color = vec4(0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * intensity.x, color.a);
else
#endif
out_color = vec4(vec3(intensity.y) + color.rgb * intensity.x, color.a);
}

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#version 140
#define INTENSITY_CORRECTION 0.6
// 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 (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// 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 (0.0 * INTENSITY_CORRECTION)
//#define LIGHT_FRONT_SHININESS 5.0
#define INTENSITY_AMBIENT 0.3
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;
// 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;
in vec3 v_position;
in vec3 v_normal;
// x = diffuse, y = specular;
out vec2 intensity;
out vec3 clipping_planes_dots;
out float color_clip_plane_dot;
out vec4 world_pos;
out float world_normal_z;
out vec3 eye_normal;
void main()
{
// First transform the normal into camera space and normalize the result.
eye_normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// 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;
// 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);
}

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#version 140
uniform vec4 uniform_color;
uniform float emission_factor;
// x = tainted, y = specular;
in vec2 intensity;
out vec4 out_color;
void main()
{
out_color = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
}

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#version 140
#define INTENSITY_CORRECTION 0.6
// 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 (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// 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 INTENSITY_AMBIENT 0.3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 view_normal_matrix;
in vec3 v_position;
in vec3 v_normal;
// x = tainted, y = specular;
out vec2 intensity;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
gl_Position = projection_matrix * position;
}

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#version 140
uniform vec4 uniform_color;
uniform float emission_factor;
// x = tainted, y = specular;
in vec2 intensity;
in float clipping_planes_dot;
out vec4 out_color;
void main()
{
if (clipping_planes_dot < 0.0)
discard;
out_color = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
}

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#version 140
#define INTENSITY_CORRECTION 0.6
// 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 (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// 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 INTENSITY_AMBIENT 0.3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 view_normal_matrix;
uniform mat4 volume_world_matrix;
// Clipping plane - general orientation. Used by the SLA gizmo.
uniform vec4 clipping_plane;
in vec3 v_position;
in vec3 v_normal;
// x = tainted, y = specular;
out vec2 intensity;
out float clipping_planes_dot;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 eye_normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 eye_position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
gl_Position = projection_matrix * eye_position;
// Fill in the scalar for fragment shader clipping. Fragments with this value lower than zero are discarded.
clipping_planes_dot = dot(volume_world_matrix * vec4(v_position, 1.0), clipping_plane);
}

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#version 140
uniform vec4 uniform_color;
uniform float emission_factor;
// x = tainted, y = specular;
in vec2 intensity;
out vec4 out_color;
void main()
{
out_color = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
}

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#version 140
#define INTENSITY_CORRECTION 0.6
// 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 (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// 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 INTENSITY_AMBIENT 0.3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 view_normal_matrix;
// vertex attributes
in vec3 v_position;
in vec3 v_normal;
// instance attributes
in vec3 i_offset;
in vec2 i_scales;
// x = tainted, y = specular;
out vec2 intensity;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 eye_normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 world_position = vec4(v_position * vec3(vec2(1.5 * i_scales.x), 1.5 * i_scales.y) + i_offset - vec3(0.0, 0.0, 0.5 * i_scales.y), 1.0);
vec4 eye_position = view_model_matrix * world_position;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
gl_Position = projection_matrix * eye_position;
}

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#version 140
uniform sampler2D Texture;
in vec2 Frag_UV;
in vec4 Frag_Color;
out vec4 out_color;
void main()
{
out_color = Frag_Color * texture(Texture, Frag_UV.st);
}

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#version 140
uniform mat4 ProjMtx;
in vec2 Position;
in vec2 UV;
in vec4 Color;
out vec2 Frag_UV;
out vec4 Frag_Color;
void main()
{
Frag_UV = UV;
Frag_Color = Color;
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
}

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#version 140
uniform vec4 uniform_color;
out vec4 out_color;
void main()
{
out_color = uniform_color;
}

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#version 140
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform float offset;
in vec3 v_position;
void main()
{
// Add small epsilon to z to solve z-fighting between painted triangles and contour lines.
vec4 clip_position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
clip_position.z -= offset * abs(clip_position.w);
gl_Position = clip_position;
}

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#version 140
#define INTENSITY_CORRECTION 0.6
// 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 (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// 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 INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const float EPSILON = 0.0001;
uniform vec4 uniform_color;
uniform bool volume_mirrored;
uniform mat4 view_model_matrix;
uniform mat3 view_normal_matrix;
in vec3 clipping_planes_dots;
in vec4 model_pos;
out vec4 out_color;
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 color = uniform_color.rgb;
float alpha = uniform_color.a;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
#ifdef FLIP_TRIANGLE_NORMALS
triangle_normal = -triangle_normal;
#endif
if (volume_mirrored)
triangle_normal = -triangle_normal;
// First transform the normal into camera space and normalize the result.
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
// x = diffuse, y = specular;
vec2 intensity = vec2(0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec3 position = (view_model_matrix * model_pos).xyz;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
out_color = vec4(vec3(intensity.y) + color * intensity.x, alpha);
}

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#version 140
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
// 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;
in vec3 v_position;
out vec3 clipping_planes_dots;
out vec4 model_pos;
void main()
{
model_pos = vec4(v_position, 1.0);
// Point in homogenous coordinates.
vec4 world_pos = volume_world_matrix * model_pos;
gl_Position = projection_matrix * view_model_matrix * model_pos;
// 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);
}

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#version 140
const vec3 back_color_dark = vec3(0.235, 0.235, 0.235);
const vec3 back_color_light = vec3(0.365, 0.365, 0.365);
uniform sampler2D in_texture;
uniform bool transparent_background;
uniform bool svg_source;
in vec2 tex_coord;
out vec4 out_color;
vec4 svg_color()
{
// takes foreground from texture
vec4 fore_color = texture(in_texture, tex_coord);
// calculates radial gradient
vec3 back_color = vec3(mix(back_color_light, back_color_dark, smoothstep(0.0, 0.5, length(abs(tex_coord.xy) - vec2(0.5)))));
// blends foreground with background
return vec4(mix(back_color, fore_color.rgb, fore_color.a), transparent_background ? fore_color.a : 1.0);
}
vec4 non_svg_color()
{
// takes foreground from texture
vec4 color = texture(in_texture, tex_coord);
return vec4(color.rgb, transparent_background ? color.a * 0.25 : color.a);
}
void main()
{
vec4 color = svg_source ? svg_color() : non_svg_color();
color.a = transparent_background ? color.a * 0.5 : color.a;
out_color = color;
}

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#version 140
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
in vec3 v_position;
in vec2 v_tex_coord;
out vec2 tex_coord;
void main()
{
tex_coord = v_tex_coord;
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}

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#version 140
const vec4 BLACK = vec4(vec3(0.1), 1.0);
const vec4 WHITE = vec4(vec3(1.0), 1.0);
const float emission_factor = 0.25;
uniform vec3 world_center;
// x = tainted, y = specular;
in vec2 intensity;
in vec3 world_position;
out vec4 out_color;
void main()
{
vec3 delta = world_position - world_center;
vec4 color = delta.x * delta.y * delta.z > 0.0 ? BLACK : WHITE;
out_color = vec4(vec3(intensity.y) + color.rgb * (intensity.x + emission_factor), 1.0);
}

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#version 140
#define INTENSITY_CORRECTION 0.6
// 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 (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// 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 INTENSITY_AMBIENT 0.3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 view_normal_matrix;
in vec3 v_position;
in vec3 v_normal;
// x = tainted, y = specular;
out vec2 intensity;
out vec3 world_position;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
world_position = v_position;
gl_Position = projection_matrix * position;
}

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#version 140
#define M_PI 3.1415926535897932384626433832795
// 2D texture (1D texture split by the rows) of color along the object Z axis.
uniform sampler2D z_texture;
// Scaling from the Z texture rows coordinate to the normalized texture row coordinate.
uniform float z_to_texture_row;
uniform float z_texture_row_to_normalized;
uniform float z_cursor;
uniform float z_cursor_band_width;
// x = tainted, y = specular;
in vec2 intensity;
in float object_z;
out vec4 out_color;
void main()
{
float object_z_row = z_to_texture_row * object_z;
// Index of the row in the texture.
float z_texture_row = floor(object_z_row);
// Normalized coordinate from 0. to 1.
float z_texture_col = object_z_row - z_texture_row;
float z_blend = 0.25 * cos(min(M_PI, abs(M_PI * (object_z - z_cursor) * 1.8 / z_cursor_band_width))) + 0.25;
// Calculate level of detail from the object Z coordinate.
// This makes the slowly sloping surfaces to be shown with high detail (with stripes),
// and the vertical surfaces to be shown with low detail (no stripes)
float z_in_cells = object_z_row * 190.;
// Gradient of Z projected on the screen.
float dx_vtc = dFdx(z_in_cells);
float dy_vtc = dFdy(z_in_cells);
float lod = clamp(0.5 * log2(max(dx_vtc * dx_vtc, dy_vtc * dy_vtc)), 0., 1.);
// Sample the Z texture. Texture coordinates are normalized to <0, 1>.
vec4 color = vec4(0.25, 0.25, 0.25, 1.0);
if (z_texture_row >= 0.0)
color = mix(texture(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.),
texture(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.), lod);
// Mix the final color.
out_color = vec4(vec3(intensity.y), 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend);
}

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#version 140
#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)
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
//#define LIGHT_FRONT_SHININESS 5.0
#define INTENSITY_AMBIENT 0.3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 view_normal_matrix;
uniform mat4 volume_world_matrix;
uniform float object_max_z;
in vec3 v_position;
in vec3 v_normal;
in vec2 v_tex_coord;
// x = tainted, y = specular;
out vec2 intensity;
out float object_z;
void main()
{
// =====================================================
// NOTE:
// when object_max_z > 0.0 we are rendering the overlay
// when object_max_z == 0.0 we are rendering the volumes
// =====================================================
// First transform the normal into camera space and normalize the result.
vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular)
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// Scaled to widths of the Z texture.
object_z = (object_max_z > 0.0) ? object_max_z * v_tex_coord.y : (volume_world_matrix * vec4(v_position, 1.0)).z;
gl_Position = projection_matrix * position;
}

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#version 100
precision highp float;
uniform vec4 top_color;
uniform vec4 bottom_color;
varying vec2 tex_coord;
void main()
{
gl_FragColor = mix(bottom_color, top_color, tex_coord.y);
}

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#version 100
attribute vec3 v_position;
attribute vec2 v_tex_coord;
varying vec2 tex_coord;
void main()
{
tex_coord = v_tex_coord;
gl_Position = vec4(v_position, 1.0);
}

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#version 100
precision highp float;
// see as reference: https://stackoverflow.com/questions/52928678/dashed-line-in-opengl3
uniform float dash_size;
uniform float gap_size;
uniform vec4 uniform_color;
varying float coord_s;
void main()
{
float inv_stride = 1.0 / (dash_size + gap_size);
if (gap_size > 0.0 && fract(coord_s * inv_stride) > dash_size * inv_stride)
discard;
gl_FragColor = uniform_color;
}

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#version 100
// see as reference: https://stackoverflow.com/questions/52928678/dashed-line-in-opengl3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
// v_position.w = coordinate along the line
attribute vec4 v_position;
varying float coord_s;
void main()
{
coord_s = v_position.w;
gl_Position = projection_matrix * view_model_matrix * vec4(v_position.xyz, 1.0);
}

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#version 100
precision highp float;
uniform vec4 uniform_color;
void main()
{
gl_FragColor = uniform_color;
}

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#version 100
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
attribute vec3 v_position;
void main()
{
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}

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#version 100
precision highp float;
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform vec4 uniform_color;
varying vec3 clipping_planes_dots;
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
gl_FragColor = uniform_color;
}

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#version 100
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
// 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;
attribute vec3 v_position;
varying vec3 clipping_planes_dots;
void main()
{
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
vec4 world_pos = volume_world_matrix * vec4(v_position, 1.0);
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}

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#version 100
precision highp float;
uniform sampler2D uniform_texture;
varying vec2 tex_coord;
void main()
{
gl_FragColor = texture2D(uniform_texture, tex_coord);
}

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#version 100
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
attribute vec3 v_position;
attribute vec2 v_tex_coord;
varying vec2 tex_coord;
void main()
{
tex_coord = v_tex_coord;
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}

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#version 100
precision highp float;
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const float EPSILON = 0.0001;
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;
#ifdef ENABLE_ENVIRONMENT_MAP
uniform sampler2D environment_tex;
uniform bool use_environment_tex;
#endif // ENABLE_ENVIRONMENT_MAP
uniform PrintVolumeDetection print_volume;
varying vec3 clipping_planes_dots;
varying float color_clip_plane_dot;
// x = diffuse, y = specular;
varying vec2 intensity;
varying vec4 world_pos;
varying float world_normal_z;
varying vec3 eye_normal;
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 && world_normal_z < slope.normal_z - EPSILON) {
color.rgb = vec3(0.7, 0.7, 1.0);
color.a = 1.0;
}
// if the fragment is outside the print volume -> use darker color
vec3 pv_check_min = ZERO;
vec3 pv_check_max = ZERO;
if (print_volume.type == 0) {
// rectangle
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) {
// circle
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;
#ifdef ENABLE_ENVIRONMENT_MAP
if (use_environment_tex)
gl_FragColor = vec4(0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color.rgb * intensity.x, color.a);
else
#endif
gl_FragColor = vec4(vec3(intensity.y) + color.rgb * intensity.x, color.a);
}

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#version 100
#define INTENSITY_CORRECTION 0.6
// 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 (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// 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 (0.0 * INTENSITY_CORRECTION)
//#define LIGHT_FRONT_SHININESS 5.0
#define INTENSITY_AMBIENT 0.3
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;
// 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;
// x = diffuse, y = specular;
varying vec2 intensity;
varying vec3 clipping_planes_dots;
varying float color_clip_plane_dot;
varying vec4 world_pos;
varying float world_normal_z;
varying vec3 eye_normal;
void main()
{
// First transform the normal into camera space and normalize the result.
eye_normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// 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;
// 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);
}

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#version 100
precision highp float;
uniform vec4 uniform_color;
uniform float emission_factor;
// x = tainted, y = specular;
varying vec2 intensity;
void main()
{
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
}

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#version 100
#define INTENSITY_CORRECTION 0.6
// 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 (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// 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 INTENSITY_AMBIENT 0.3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 view_normal_matrix;
attribute vec3 v_position;
attribute vec3 v_normal;
// x = tainted, y = specular;
varying vec2 intensity;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
gl_Position = projection_matrix * position;
}

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#version 100
precision highp float;
uniform vec4 uniform_color;
uniform float emission_factor;
// x = tainted, y = specular;
varying vec2 intensity;
varying float clipping_planes_dot;
void main()
{
if (clipping_planes_dot < 0.0)
discard;
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
}

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#version 100
#define INTENSITY_CORRECTION 0.6
// 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 (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// 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 INTENSITY_AMBIENT 0.3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 view_normal_matrix;
uniform mat4 volume_world_matrix;
// Clipping plane - general orientation. Used by the SLA gizmo.
uniform vec4 clipping_plane;
attribute vec3 v_position;
attribute vec3 v_normal;
// x = tainted, y = specular;
varying vec2 intensity;
varying float clipping_planes_dot;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 eye_normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 eye_position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
gl_Position = projection_matrix * eye_position;
// Fill in the scalar for fragment shader clipping. Fragments with this value lower than zero are discarded.
clipping_planes_dot = dot(volume_world_matrix * vec4(v_position, 1.0), clipping_plane);
}

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#version 100
uniform vec4 uniform_color;
uniform float emission_factor;
// x = tainted, y = specular;
varying vec2 intensity;
void main()
{
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * (intensity.x + emission_factor), uniform_color.a);
}

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#version 100
#define INTENSITY_CORRECTION 0.6
// 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 (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// 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 INTENSITY_AMBIENT 0.3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 view_normal_matrix;
// vertex attributes
attribute vec3 v_position;
attribute vec3 v_normal;
// instance attributes
attribute vec3 i_offset;
attribute vec2 i_scales;
// x = tainted, y = specular;
varying vec2 intensity;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 eye_normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 world_position = vec4(v_position * vec3(vec2(1.5 * i_scales.x), 1.5 * i_scales.y) + i_offset - vec3(0.0, 0.0, 0.5 * i_scales.y), 1.0);
vec4 eye_position = view_model_matrix * world_position;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position.xyz), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
gl_Position = projection_matrix * eye_position;
}

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#version 100
precision highp float;
uniform sampler2D Texture;
varying vec2 Frag_UV;
varying vec4 Frag_Color;
void main()
{
gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
}

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#version 100
uniform mat4 ProjMtx;
attribute vec2 Position;
attribute vec2 UV;
attribute vec4 Color;
varying vec2 Frag_UV;
varying vec4 Frag_Color;
void main()
{
Frag_UV = UV;
Frag_Color = Color;
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
}

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#version 100
precision highp float;
uniform vec4 uniform_color;
void main()
{
gl_FragColor = uniform_color;
}

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#version 100
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform float offset;
attribute vec3 v_position;
void main()
{
// Add small epsilon to z to solve z-fighting
vec4 clip_position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
clip_position.z -= offset * abs(clip_position.w);
gl_Position = clip_position;
}

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#version 100
#extension GL_OES_standard_derivatives : enable
precision highp float;
#define INTENSITY_CORRECTION 0.6
// 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 (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// 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 INTENSITY_AMBIENT 0.3
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
const float EPSILON = 0.0001;
uniform vec4 uniform_color;
uniform bool volume_mirrored;
uniform mat4 view_model_matrix;
uniform mat3 view_normal_matrix;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
vec3 color = uniform_color.rgb;
float alpha = uniform_color.a;
vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
#ifdef FLIP_TRIANGLE_NORMALS
triangle_normal = -triangle_normal;
#endif
if (volume_mirrored)
triangle_normal = -triangle_normal;
// First transform the normal into camera space and normalize the result.
vec3 eye_normal = normalize(view_normal_matrix * triangle_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
// x = diffuse, y = specular;
vec2 intensity = vec2(0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec3 position = (view_model_matrix * model_pos).xyz;
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
}

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#version 100
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat4 volume_world_matrix;
// 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;
attribute vec3 v_position;
varying vec3 clipping_planes_dots;
varying vec4 model_pos;
void main()
{
model_pos = vec4(v_position, 1.0);
// Point in homogenous coordinates.
vec4 world_pos = volume_world_matrix * model_pos;
gl_Position = projection_matrix * view_model_matrix * model_pos;
// 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);
}

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#version 100
precision highp float;
const vec3 back_color_dark = vec3(0.235, 0.235, 0.235);
const vec3 back_color_light = vec3(0.365, 0.365, 0.365);
uniform sampler2D texture;
uniform bool transparent_background;
uniform bool svg_source;
varying vec2 tex_coord;
vec4 svg_color()
{
// takes foreground from texture
vec4 fore_color = texture2D(texture, tex_coord);
// calculates radial gradient
vec3 back_color = vec3(mix(back_color_light, back_color_dark, smoothstep(0.0, 0.5, length(abs(tex_coord.xy) - vec2(0.5)))));
// blends foreground with background
return vec4(mix(back_color, fore_color.rgb, fore_color.a), transparent_background ? fore_color.a : 1.0);
}
vec4 non_svg_color()
{
// takes foreground from texture
vec4 color = texture2D(texture, tex_coord);
return vec4(color.rgb, transparent_background ? color.a * 0.25 : color.a);
}
void main()
{
vec4 color = svg_source ? svg_color() : non_svg_color();
color.a = transparent_background ? color.a * 0.5 : color.a;
gl_FragColor = color;
}

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#version 100
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
attribute vec3 v_position;
attribute vec2 v_tex_coord;
varying vec2 tex_coord;
void main()
{
tex_coord = v_tex_coord;
gl_Position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
}

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#version 100
precision highp float;
const vec4 BLACK = vec4(vec3(0.1), 1.0);
const vec4 WHITE = vec4(vec3(1.0), 1.0);
const float emission_factor = 0.25;
uniform vec3 world_center;
// x = tainted, y = specular;
varying vec2 intensity;
varying vec3 world_position;
void main()
{
vec3 delta = world_position - world_center;
vec4 color = delta.x * delta.y * delta.z > 0.0 ? BLACK : WHITE;
gl_FragColor = vec4(vec3(intensity.y) + color.rgb * (intensity.x + emission_factor), 1.0);
}

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#version 100
#define INTENSITY_CORRECTION 0.6
// 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 (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// 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 INTENSITY_AMBIENT 0.3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 view_normal_matrix;
attribute vec3 v_position;
attribute vec3 v_normal;
// x = tainted, y = specular;
varying vec2 intensity;
varying vec3 world_position;
void main()
{
// First transform the normal into camera space and normalize the result.
vec3 normal = normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
world_position = v_position;
gl_Position = projection_matrix * position;
}

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#version 100
#extension GL_OES_standard_derivatives : enable
precision highp float;
#define M_PI 3.1415926535897932384626433832795
// 2D texture (1D texture split by the rows) of color along the object Z axis.
uniform sampler2D z_texture;
// Scaling from the Z texture rows coordinate to the normalized texture row coordinate.
uniform float z_to_texture_row;
uniform float z_texture_row_to_normalized;
uniform float z_cursor;
uniform float z_cursor_band_width;
// x = tainted, y = specular;
varying vec2 intensity;
varying float object_z;
void main()
{
float object_z_row = z_to_texture_row * object_z;
// Index of the row in the texture.
float z_texture_row = floor(object_z_row);
// Normalized coordinate from 0. to 1.
float z_texture_col = object_z_row - z_texture_row;
float z_blend = 0.25 * cos(min(M_PI, abs(M_PI * (object_z - z_cursor) * 1.8 / z_cursor_band_width))) + 0.25;
// Calculate level of detail from the object Z coordinate.
// This makes the slowly sloping surfaces to be shown with high detail (with stripes),
// and the vertical surfaces to be shown with low detail (no stripes)
float z_in_cells = object_z_row * 190.;
// Gradient of Z projected on the screen.
float dx_vtc = dFdx(z_in_cells);
float dy_vtc = dFdy(z_in_cells);
float lod = clamp(0.5 * log2(max(dx_vtc * dx_vtc, dy_vtc * dy_vtc)), 0., 1.);
// Sample the Z texture. Texture coordinates are normalized to <0, 1>.
vec4 color = vec4(0.25, 0.25, 0.25, 1.0);
if (z_texture_row >= 0.0)
color = mix(texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.),
texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.), lod);
// Mix the final color.
gl_FragColor = vec4(vec3(intensity.y), 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend);
}

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#version 100
#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)
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION)
//#define LIGHT_FRONT_SHININESS 5.0
#define INTENSITY_AMBIENT 0.3
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 view_normal_matrix;
uniform mat4 volume_world_matrix;
uniform float object_max_z;
attribute vec3 v_position;
attribute vec3 v_normal;
attribute vec2 v_tex_coord;
// x = tainted, y = specular;
varying vec2 intensity;
varying float object_z;
void main()
{
// =====================================================
// NOTE:
// when object_max_z > 0.0 we are rendering the overlay
// when object_max_z == 0.0 we are rendering the volumes
// =====================================================
// First transform the normal into camera space and normalize the result.
vec3 normal = (object_max_z > 0.0) ? vec3(0.0, 0.0, 1.0) : normalize(view_normal_matrix * v_normal);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
vec4 position = view_model_matrix * vec4(v_position, 1.0);
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position.xyz), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular)
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// Scaled to widths of the Z texture.
object_z = (object_max_z > 0.0) ? object_max_z * v_tex_coord.y : (volume_world_matrix * vec4(v_position, 1.0)).z;
gl_Position = projection_matrix * position;
}

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#version 100
#extension GL_OES_standard_derivatives : enable
// see for reference: https://stackoverflow.com/questions/7361582/opengl-debugging-single-pass-wireframe-rendering
precision highp float;
uniform vec4 uniform_color;
varying vec3 barycentric;
void main()
{
float min_dist = min(min(barycentric.x, barycentric.y), barycentric.z);
if (min_dist > 0.5 * fwidth(min_dist))
discard;
gl_FragColor = uniform_color;
}

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#version 100
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform float offset;
attribute vec3 v_position;
attribute vec3 v_normal;
attribute vec3 v_extra;
varying vec3 barycentric;
void main()
{
barycentric = v_extra;
// Add small epsilon to z to solve z-fighting
vec4 clip_position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
clip_position.z -= offset * abs(clip_position.w);
gl_Position = clip_position;
}