update resources and localization
@@ -233,7 +233,7 @@ enabled_tags = Windows
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[hint:Printables integration]
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text = Printables.com integration\nDid you know that when you are browsing Printables.com, you can send 3D model files to QIDISlicer with a single click? Learn more in the documentation.
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documentation_link = https://help.qidi3d.com/article/prusaslicer-printables-com-integration_399198
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documentation_link = https://wiki.qidi3d.com/en/home
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weight = 3
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[hint:Cut tool]
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17
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s-12.3,5.5-12.3,12.3v40.2c0,20.7-16.9,37.6-37.6,37.6H62.1c-20.7,0-37.6-16.9-37.6-37.6v-248.2c0-20.7,16.9-37.6,37.6-37.6h200.6
|
||||
c20.7,0,37.6,16.9,37.6,37.6v40.2c0,6.8,5.5,12.3,12.3,12.3s12.3-5.5,12.3-12.3v-40.2c0-34.2-27.9-62.1-62.1-62.1H62.1
|
||||
C27.9,58.95,0,86.75,0,121.05z"/>
|
||||
<path fill="#4479FB" d="M385.4,337.65c2.4,2.4,5.5,3.6,8.7,3.6s6.3-1.2,8.7-3.6l83.9-83.9c4.8-4.8,4.8-12.5,0-17.3l-83.9-83.9
|
||||
c-4.8-4.8-12.5-4.8-17.3,0s-4.8,12.5,0,17.3l63,63H218.6c-6.8,0-12.3,5.5-12.3,12.3c0,6.8,5.5,12.3,12.3,12.3h229.8l-63,63
|
||||
C380.6,325.15,380.6,332.95,385.4,337.65z"/>
|
||||
</g>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 1.0 KiB |
15
resources/icons/printer_available.svg
Normal file
@@ -0,0 +1,15 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!-- Generator: Adobe Illustrator 27.2.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) -->
|
||||
<svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px"
|
||||
viewBox="0 0 16 16" enable-background="new 0 0 16 16" xml:space="preserve">
|
||||
<rect x="1" y="1" fill="#808080" width="1" height="14"/>
|
||||
<rect x="1" y="5" fill="#808080" width="14" height="1"/>
|
||||
<rect x="1" y="1" fill="#808080" width="14" height="1"/>
|
||||
<rect x="3" y="4" fill="#ED6B21" width="4" height="4"/>
|
||||
<polygon fill="#ED6B21" points="5,9 4,8 6,8 "/>
|
||||
<circle fill="#5CD800" cx="12" cy="12" r="4"/>
|
||||
<g>
|
||||
<path fill="#808080" d="M15,7.4V1h-1v5.9C14.4,7,14.7,7.2,15,7.4z"/>
|
||||
<path fill="#808080" d="M6.6,13H1v2h6.4C7,14.4,6.7,13.7,6.6,13z"/>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 813 B |
15
resources/icons/printer_busy.svg
Normal file
@@ -0,0 +1,15 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!-- Generator: Adobe Illustrator 27.2.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) -->
|
||||
<svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px"
|
||||
viewBox="0 0 16 16" enable-background="new 0 0 16 16" xml:space="preserve">
|
||||
<rect x="1" y="1" fill="#808080" width="1" height="14"/>
|
||||
<rect x="1" y="5" fill="#808080" width="14" height="1"/>
|
||||
<rect x="1" y="1" fill="#808080" width="14" height="1"/>
|
||||
<rect x="3" y="4" fill="#ED6B21" width="4" height="4"/>
|
||||
<polygon fill="#ED6B21" points="5,9 4,8 6,8 "/>
|
||||
<circle fill="#2E9BFF" cx="12" cy="12" r="4"/>
|
||||
<g>
|
||||
<path fill="#808080" d="M15,7.4V1h-1v5.9C14.4,7,14.7,7.2,15,7.4z"/>
|
||||
<path fill="#808080" d="M6.6,13H1v2h6.4C7,14.4,6.7,13.7,6.6,13z"/>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 813 B |
15
resources/icons/printer_offline.svg
Normal file
@@ -0,0 +1,15 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!-- Generator: Adobe Illustrator 27.2.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) -->
|
||||
<svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px"
|
||||
viewBox="0 0 16 16" enable-background="new 0 0 16 16" xml:space="preserve">
|
||||
<rect x="1" y="1" fill="#808080" width="1" height="14"/>
|
||||
<rect x="1" y="5" fill="#808080" width="14" height="1"/>
|
||||
<rect x="1" y="1" fill="#808080" width="14" height="1"/>
|
||||
<rect x="3" y="4" fill="#ED6B21" width="4" height="4"/>
|
||||
<polygon fill="#ED6B21" points="5,9 4,8 6,8 "/>
|
||||
<circle fill="#FB4040" cx="12" cy="12" r="4"/>
|
||||
<g>
|
||||
<path fill="#808080" d="M15,7.4V1h-1v5.9C14.4,7,14.7,7.2,15,7.4z"/>
|
||||
<path fill="#808080" d="M6.6,13H1v2h6.4C7,14.4,6.7,13.7,6.6,13z"/>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 813 B |
8
resources/icons/sla_printer_available.svg
Normal file
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!-- Generator: Adobe Illustrator 27.2.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) -->
|
||||
<svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px"
|
||||
viewBox="0 0 16 16" enable-background="new 0 0 16 16" xml:space="preserve">
|
||||
<circle fill="#5CD800" cx="12" cy="12" r="4"/>
|
||||
<path fill="#ED6B21" d="M12,6.5c0.3,0,0.7,0,1,0.1V1H3v10h3.6C7,8.4,9.3,6.5,12,6.5z"/>
|
||||
<path fill="#808080" d="M6.9,14H6v-2h0.5c0-0.3,0-0.7,0.1-1H3v1v2v1h4.4C7.2,14.7,7,14.4,6.9,14z"/>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 576 B |
8
resources/icons/sla_printer_busy.svg
Normal file
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!-- Generator: Adobe Illustrator 27.2.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) -->
|
||||
<svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px"
|
||||
viewBox="0 0 16 16" enable-background="new 0 0 16 16" xml:space="preserve">
|
||||
<circle fill="#2E9BFF" cx="12" cy="12" r="4"/>
|
||||
<path fill="#ED6B21" d="M12,6.5c0.3,0,0.7,0,1,0.1V1H3v10h3.6C7,8.4,9.3,6.5,12,6.5z"/>
|
||||
<path fill="#808080" d="M6.9,14H6v-2h0.5c0-0.3,0-0.7,0.1-1H3v1v2v1h4.4C7.2,14.7,7,14.4,6.9,14z"/>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 576 B |
8
resources/icons/sla_printer_offline.svg
Normal file
@@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!-- Generator: Adobe Illustrator 27.2.0, SVG Export Plug-In . SVG Version: 6.00 Build 0) -->
|
||||
<svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px"
|
||||
viewBox="0 0 16 16" enable-background="new 0 0 16 16" xml:space="preserve">
|
||||
<circle fill="#FB3636" cx="12" cy="12" r="4"/>
|
||||
<path fill="#ED6B21" d="M12,6.5c0.3,0,0.7,0,1,0.1V1H3v10h3.6C7,8.4,9.3,6.5,12,6.5z"/>
|
||||
<path fill="#808080" d="M6.9,14H6v-2h0.5c0-0.3,0-0.7,0.1-1H3v1v2v1h4.4C7.2,14.7,7,14.4,6.9,14z"/>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 576 B |
12
resources/icons/undo_f.svg
Normal file
@@ -0,0 +1,12 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<!-- Generator: Adobe Illustrator 23.0.3, SVG Export Plug-In . SVG Version: 6.00 Build 0) -->
|
||||
<svg version="1.0" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px"
|
||||
viewBox="0 0 16 16" enable-background="new 0 0 16 16" xml:space="preserve">
|
||||
<g id="undo">
|
||||
<path fill="none" stroke="#4479FB" stroke-width="2.5" stroke-linecap="round" stroke-miterlimit="10" d="M3,11
|
||||
c0.91,1.78,2.76,3,4.89,3c3.04,0,5.5-2.46,5.5-5.5c0-3.04-2.46-5.5-5.5-5.5c-0.17,0-0.34,0.01-0.5,0.03"/>
|
||||
|
||||
<polygon fill="#4479FB" stroke="#4479FB" stroke-width="2.5" stroke-linecap="round" stroke-linejoin="round" stroke-miterlimit="10" points="
|
||||
7.39,1 7.39,5 4.39,3 "/>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 750 B |
18
resources/icons/user.svg
Normal file
@@ -0,0 +1,18 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<!-- Written by Treer (gitlab.com/Treer) -->
|
||||
<svg
|
||||
version="1.1"
|
||||
xmlns="http://www.w3.org/2000/svg"
|
||||
xmlns:xlink="http://www.w3.org/1999/xlink"
|
||||
width="600"
|
||||
height="600"
|
||||
stroke="#808080"
|
||||
stroke-width="30"
|
||||
fill="none">
|
||||
|
||||
<title>Abstract user icon</title>
|
||||
|
||||
<circle cx="300" cy="300" r="265" />
|
||||
<circle cx="300" cy="230" r="115" />
|
||||
<path d="M106.81863443903,481.4 a205,205 1 0,1 386.36273112194,0" stroke-linecap="butt" />
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 500 B |
15
resources/icons/user_mask.svg
Normal file
@@ -0,0 +1,15 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<!-- Written by Treer (gitlab.com/Treer) -->
|
||||
<svg
|
||||
version="1.1"
|
||||
xmlns="http://www.w3.org/2000/svg"
|
||||
xmlns:xlink="http://www.w3.org/1999/xlink"
|
||||
width="240"
|
||||
height="240"
|
||||
style="background-color:black">
|
||||
|
||||
<title>Mask for user icon</title>
|
||||
|
||||
<circle cx="120" cy="120" r="115"
|
||||
stroke="black" stroke-width="1" fill="white" />
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 401 B |
@@ -29,8 +29,10 @@ src/slic3r/GUI/ButtonsDescription.cpp
|
||||
src/slic3r/GUI/ConfigManipulation.cpp
|
||||
src/slic3r/GUI/ConfigSnapshotDialog.cpp
|
||||
src/slic3r/GUI/ConfigWizard.cpp
|
||||
src/slic3r/GUI/ConfigWizardWebViewPage.cpp
|
||||
src/slic3r/GUI/DesktopIntegrationDialog.cpp
|
||||
src/slic3r/GUI/DoubleSlider.cpp
|
||||
src/slic3r/GUI/TickCodesManager.cpp
|
||||
src/slic3r/GUI/DoubleSliderForLayers.cpp
|
||||
src/slic3r/GUI/Downloader.cpp
|
||||
src/slic3r/GUI/DownloaderFileGet.cpp
|
||||
src/slic3r/GUI/EditGCodeDialog.cpp
|
||||
@@ -39,6 +41,7 @@ src/slic3r/GUI/ExtruderSequenceDialog.cpp
|
||||
src/slic3r/GUI/Field.cpp
|
||||
src/slic3r/GUI/FileArchiveDialog.cpp
|
||||
src/slic3r/GUI/FirmwareDialog.cpp
|
||||
src/slic3r/GUI/FrequentlyChangedParameters.cpp
|
||||
src/slic3r/GUI/GalleryDialog.cpp
|
||||
src/slic3r/GUI/GCodeViewer.cpp
|
||||
src/slic3r/GUI/Gizmos/GLGizmoCut.cpp
|
||||
@@ -85,6 +88,7 @@ src/slic3r/GUI/Jobs/RotoptimizeJob.cpp
|
||||
src/slic3r/GUI/Jobs/SLAImportDialog.hpp
|
||||
src/slic3r/GUI/Jobs/SLAImportJob.cpp
|
||||
src/slic3r/GUI/KBShortcutsDialog.cpp
|
||||
src/slic3r/GUI/LoginDialog.cpp
|
||||
src/slic3r/GUI/MainFrame.cpp
|
||||
src/slic3r/GUI/Mouse3DController.cpp
|
||||
src/slic3r/GUI/MsgDialog.cpp
|
||||
@@ -96,6 +100,7 @@ src/slic3r/GUI/OptionsGroup.cpp
|
||||
src/slic3r/GUI/PhysicalPrinterDialog.cpp
|
||||
src/slic3r/GUI/Plater.cpp
|
||||
src/slic3r/GUI/Preferences.cpp
|
||||
src/slic3r/GUI/PresetArchiveDatabase.cpp
|
||||
src/slic3r/GUI/PresetComboBoxes.cpp
|
||||
src/slic3r/GUI/PresetHints.cpp
|
||||
src/slic3r/GUI/PrintHostDialogs.cpp
|
||||
@@ -105,12 +110,19 @@ src/slic3r/GUI/SavePresetDialog.cpp
|
||||
src/slic3r/GUI/Search.cpp
|
||||
src/slic3r/GUI/Selection.cpp
|
||||
src/slic3r/GUI/SendSystemInfoDialog.cpp
|
||||
src/slic3r/GUI/Sidebar.cpp
|
||||
src/slic3r/GUI/SurfaceDrag.cpp
|
||||
src/slic3r/GUI/SysInfoDialog.cpp
|
||||
src/slic3r/GUI/Tab.cpp
|
||||
src/slic3r/GUI/Tab.hpp
|
||||
src/slic3r/GUI/TickCodesManager.cpp
|
||||
src/slic3r/GUI/TopBar.cpp
|
||||
src/slic3r/GUI/TopBarMenus.cpp
|
||||
src/slic3r/GUI/UnsavedChangesDialog.cpp
|
||||
src/slic3r/GUI/UpdateDialogs.cpp
|
||||
src/slic3r/GUI/UpdatesUIManager.cpp
|
||||
src/slic3r/GUI/UserAccountCommunication.cpp
|
||||
src/slic3r/GUI/WebViewDialog.cpp
|
||||
src/slic3r/GUI/WifiConfigDialog.cpp
|
||||
src/slic3r/GUI/WipeTowerDialog.cpp
|
||||
src/slic3r/GUI/wxExtensions.cpp
|
||||
@@ -125,4 +137,5 @@ src/slic3r/Utils/Moonraker.cpp
|
||||
src/slic3r/Utils/OctoPrint.cpp
|
||||
src/slic3r/Utils/PresetUpdater.cpp
|
||||
src/slic3r/Utils/Process.cpp
|
||||
src/slic3r/Utils/QIDIConnect.cpp
|
||||
src/slic3r/Utils/Repetier.cpp
|
||||
|
||||
BIN
resources/localization/sl/QIDISlicer.mo
Normal file
28673
resources/localization/sl/QIDISlicer.po
Normal file
@@ -1,19 +1,16 @@
|
||||
#version 110
|
||||
|
||||
const vec4 BLACK = vec4(vec3(0.1), 1.0);
|
||||
const vec4 WHITE = vec4(vec3(1.0), 1.0);
|
||||
const vec3 BLACK = vec3(0.1);
|
||||
const vec3 WHITE = vec3(0.9);
|
||||
|
||||
const float emission_factor = 0.25;
|
||||
|
||||
uniform vec3 world_center;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
varying vec2 intensity;
|
||||
varying vec3 world_position;
|
||||
varying vec3 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);
|
||||
vec3 color = position.x * position.y * position.z > 0.0 ? BLACK : WHITE;
|
||||
gl_FragColor = vec4(vec3(intensity.y) + color * (intensity.x + emission_factor), 1.0);
|
||||
}
|
||||
|
||||
@@ -23,25 +23,26 @@ attribute vec3 v_normal;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
varying vec2 intensity;
|
||||
varying vec3 world_position;
|
||||
varying vec3 position;
|
||||
|
||||
void main()
|
||||
{
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 normal = normalize(view_normal_matrix * v_normal);
|
||||
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(normal, LIGHT_TOP_DIR), 0.0);
|
||||
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, normal)), 0.0), LIGHT_TOP_SHININESS);
|
||||
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(normal, LIGHT_FRONT_DIR), 0.0);
|
||||
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
|
||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
||||
|
||||
world_position = v_position;
|
||||
gl_Position = projection_matrix * position;
|
||||
position = v_position;
|
||||
gl_Position = projection_matrix * eye_position;
|
||||
}
|
||||
|
||||
@@ -1,21 +1,18 @@
|
||||
#version 140
|
||||
|
||||
const vec4 BLACK = vec4(vec3(0.1), 1.0);
|
||||
const vec4 WHITE = vec4(vec3(1.0), 1.0);
|
||||
const vec3 BLACK = vec3(0.1);
|
||||
const vec3 WHITE = vec3(0.9);
|
||||
|
||||
const float emission_factor = 0.25;
|
||||
|
||||
uniform vec3 world_center;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
in vec2 intensity;
|
||||
in vec3 world_position;
|
||||
in vec3 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);
|
||||
vec3 color = position.x * position.y * position.z > 0.0 ? BLACK : WHITE;
|
||||
out_color = vec4(vec3(intensity.y) + color * (intensity.x + emission_factor), 1.0);
|
||||
}
|
||||
|
||||
@@ -23,25 +23,25 @@ in vec3 v_normal;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
out vec2 intensity;
|
||||
out vec3 world_position;
|
||||
out vec3 position;
|
||||
|
||||
void main()
|
||||
{
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 normal = normalize(view_normal_matrix * v_normal);
|
||||
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(normal, LIGHT_TOP_DIR), 0.0);
|
||||
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, normal)), 0.0), LIGHT_TOP_SHININESS);
|
||||
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(normal, LIGHT_FRONT_DIR), 0.0);
|
||||
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
|
||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
||||
|
||||
world_position = v_position;
|
||||
gl_Position = projection_matrix * position;
|
||||
position = v_position;
|
||||
gl_Position = projection_matrix * eye_position;
|
||||
}
|
||||
|
||||
@@ -2,20 +2,17 @@
|
||||
|
||||
precision highp float;
|
||||
|
||||
const vec4 BLACK = vec4(vec3(0.1), 1.0);
|
||||
const vec4 WHITE = vec4(vec3(1.0), 1.0);
|
||||
const vec3 BLACK = vec3(0.1);
|
||||
const vec3 WHITE = vec3(0.9);
|
||||
|
||||
const float emission_factor = 0.25;
|
||||
|
||||
uniform vec3 world_center;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
varying vec2 intensity;
|
||||
varying vec3 world_position;
|
||||
varying vec3 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);
|
||||
vec3 color = position.x * position.y * position.z > 0.0 ? BLACK : WHITE;
|
||||
gl_FragColor = vec4(vec3(intensity.y) + color * (intensity.x + emission_factor), 1.0);
|
||||
}
|
||||
|
||||
@@ -23,25 +23,25 @@ attribute vec3 v_normal;
|
||||
|
||||
// x = tainted, y = specular;
|
||||
varying vec2 intensity;
|
||||
varying vec3 world_position;
|
||||
varying vec3 position;
|
||||
|
||||
void main()
|
||||
{
|
||||
// First transform the normal into camera space and normalize the result.
|
||||
vec3 normal = normalize(view_normal_matrix * v_normal);
|
||||
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(normal, LIGHT_TOP_DIR), 0.0);
|
||||
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, normal)), 0.0), LIGHT_TOP_SHININESS);
|
||||
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(normal, LIGHT_FRONT_DIR), 0.0);
|
||||
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
|
||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
||||
|
||||
world_position = v_position;
|
||||
gl_Position = projection_matrix * position;
|
||||
position = v_position;
|
||||
gl_Position = projection_matrix * eye_position;
|
||||
}
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
width:100%;
|
||||
max-width: 1400px;
|
||||
height:100%;
|
||||
overflow: hidden;
|
||||
}
|
||||
.table-container {
|
||||
width: 100%;
|
||||
@@ -26,6 +27,7 @@
|
||||
position: relative;
|
||||
margin: 0 auto;
|
||||
padding: 0;
|
||||
overflow: hidden;
|
||||
}
|
||||
table {
|
||||
width: 100%;
|
||||
|
||||