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QIDISlicer1.0.0
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38
resources/shaders/140/printbed.fs
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38
resources/shaders/140/printbed.fs
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#version 140
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const vec3 back_color_dark = vec3(0.235, 0.235, 0.235);
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const vec3 back_color_light = vec3(0.365, 0.365, 0.365);
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uniform sampler2D in_texture;
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uniform bool transparent_background;
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uniform bool svg_source;
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in vec2 tex_coord;
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out vec4 out_color;
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vec4 svg_color()
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{
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// takes foreground from texture
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vec4 fore_color = texture(in_texture, tex_coord);
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// calculates radial gradient
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vec3 back_color = vec3(mix(back_color_light, back_color_dark, smoothstep(0.0, 0.5, length(abs(tex_coord.xy) - vec2(0.5)))));
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// blends foreground with background
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return vec4(mix(back_color, fore_color.rgb, fore_color.a), transparent_background ? fore_color.a : 1.0);
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}
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vec4 non_svg_color()
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{
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// takes foreground from texture
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vec4 color = texture(in_texture, tex_coord);
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return vec4(color.rgb, transparent_background ? color.a * 0.25 : color.a);
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}
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void main()
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{
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vec4 color = svg_source ? svg_color() : non_svg_color();
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color.a = transparent_background ? color.a * 0.5 : color.a;
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out_color = color;
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}
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