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QIDIStudio/resources/shaders/110/printbed.fs

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#version 110
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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 u_sampler;
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uniform bool transparent_background;
uniform bool svg_source;
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varying vec2 tex_coord;
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vec4 svg_color(vec2 uv)
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{
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// takes foreground from u_sampler
vec4 fore_color = texture2D(u_sampler, uv);
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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(uv) - vec2(0.5)))));
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// blends foreground with background
return vec4(mix(back_color, fore_color.rgb, fore_color.a), transparent_background ? fore_color.a : 1.0);
}
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vec4 non_svg_color(vec2 uv)
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{
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// takes foreground from u_sampler
vec4 color = texture2D(u_sampler, uv);
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return vec4(color.rgb, transparent_background ? color.a * 0.25 : color.a);
}
void main()
{
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// flip uv
vec2 uv = vec2(tex_coord.x, 1.0 - tex_coord.y);
gl_FragColor = svg_source ? svg_color(uv) : non_svg_color(uv);
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}