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https://github.com/QIDITECH/QIDISlicer.git
synced 2026-02-02 17:08:42 +03:00
update resources and localization
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@@ -1,19 +1,16 @@
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#version 110
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const vec4 BLACK = vec4(vec3(0.1), 1.0);
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const vec4 WHITE = vec4(vec3(1.0), 1.0);
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const vec3 BLACK = vec3(0.1);
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const vec3 WHITE = vec3(0.9);
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const float emission_factor = 0.25;
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uniform vec3 world_center;
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// x = tainted, y = specular;
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varying vec2 intensity;
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varying vec3 world_position;
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varying vec3 position;
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void main()
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{
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vec3 delta = world_position - world_center;
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vec4 color = delta.x * delta.y * delta.z > 0.0 ? BLACK : WHITE;
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gl_FragColor = vec4(vec3(intensity.y) + color.rgb * (intensity.x + emission_factor), 1.0);
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vec3 color = position.x * position.y * position.z > 0.0 ? BLACK : WHITE;
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gl_FragColor = vec4(vec3(intensity.y) + color * (intensity.x + emission_factor), 1.0);
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}
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