update resources

update resources
This commit is contained in:
QIDI TECH
2025-03-21 16:36:19 +08:00
parent 4386e44453
commit ffc9a88c31
55 changed files with 205210 additions and 197471 deletions

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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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<metadata
id="metadata1">&#10;Created by potrace 1.10, written by Peter Selinger 2001-2011&#10;</metadata>
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@@ -79,6 +79,7 @@ src/slic3r/GUI/GUI_Preview.cpp
src/slic3r/GUI/HintNotification.cpp
src/slic3r/GUI/ImGuiWrapper.cpp
src/slic3r/GUI/Jobs/ArrangeJob.cpp
src/slic3r/GUI/Jobs/SeqArrangeJob.cpp
src/slic3r/GUI/Jobs/ArrangeJob2.cpp
src/slic3r/GUI/Jobs/EmbossJob.cpp
src/slic3r/GUI/Jobs/FillBedJob.cpp

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#version 110
const vec2 ZERO = vec2(0.0, 0.0);
uniform vec4 uniform_color;
// x = diffuse, y = specular;
varying vec2 intensity;
varying vec2 clipping_planes_dots;
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * intensity.x, 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 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;
// Clipping planes used to clip the tool marker model.
uniform vec4 clipping_planes[2];
attribute vec3 v_position;
attribute vec3 v_normal;
// x = diffuse, y = specular;
varying vec2 intensity;
varying vec2 clipping_planes_dots;
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 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.
vec4 world_pos = volume_world_matrix * vec4(v_position, 1.0);
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
clipping_planes_dots.x = dot(world_pos, clipping_planes[0]);
clipping_planes_dots.y = dot(world_pos, clipping_planes[1]);
gl_Position = projection_matrix * position;
}

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#version 140
const vec2 ZERO = vec2(0.0, 0.0);
uniform vec4 uniform_color;
// x = diffuse, y = specular;
in vec2 intensity;
in vec2 clipping_planes_dots;
out vec4 out_color;
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
out_color = vec4(vec3(intensity.y) + uniform_color.rgb * intensity.x, 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 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;
// Clipping planes used to clip the tool marker model.
uniform vec4 clipping_planes[2];
in vec3 v_position;
in vec3 v_normal;
// x = diffuse, y = specular;
out vec2 intensity;
out vec2 clipping_planes_dots;
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 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.
vec4 world_pos = volume_world_matrix * vec4(v_position, 1.0);
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
clipping_planes_dots.x = dot(world_pos, clipping_planes[0]);
clipping_planes_dots.y = dot(world_pos, clipping_planes[1]);
gl_Position = projection_matrix * position;
}

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#version 100
precision highp float;
const vec2 ZERO = vec2(0.0, 0.0);
uniform vec4 uniform_color;
// x = diffuse, y = specular;
varying vec2 intensity;
varying vec2 clipping_planes_dots;
void main()
{
if (any(lessThan(clipping_planes_dots, ZERO)))
discard;
gl_FragColor = vec4(vec3(intensity.y) + uniform_color.rgb * intensity.x, 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 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;
// Clipping planes used to clip the tool marker model.
uniform vec4 clipping_planes[2];
attribute vec3 v_position;
attribute vec3 v_normal;
// x = diffuse, y = specular;
varying vec2 intensity;
varying vec2 clipping_planes_dots;
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 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.
vec4 world_pos = volume_world_matrix * vec4(v_position, 1.0);
// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
clipping_planes_dots.x = dot(world_pos, clipping_planes[0]);
clipping_planes_dots.y = dot(world_pos, clipping_planes[1]);
gl_Position = projection_matrix * position;
}