#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 INTENSITY_AMBIENT 0.3 const vec3 KTravel_Colors[3] = vec3[3]( vec3(0.505, 0.064, 0.028), vec3(0.219, 0.282, 0.609), vec3(0.112, 0.422, 0.103) ); uniform vec2 u_isTopLayer_hasCustomOptins; uniform mat3 normal_matrix; uniform float emission_factor; uniform vec3 u_rangeType_isUnlit_topLayerIndex; uniform vec4 u_isRangeView_isRangeVaild_topLayerOnly_viewType; uniform vec2 u_pathDataRange; uniform sampler2D s_color_range_texture; uniform samplerBuffer s_per_move_data_texture; in float moveId; in vec3 frag_normal; in vec3 frag_pos; out vec4 frag_color; bool is_top_layer() { return u_isTopLayer_hasCustomOptins.x > 0.5; } vec4 extrusion_color(vec3 type_rangeData_deltaExtruder) { vec4 final_color = vec4(0.25, 0.25, 0.25, 1.0); // Neutral_Color float path_data = type_rangeData_deltaExtruder.y; if (u_isRangeView_isRangeVaild_topLayerOnly_viewType.x > 0.5) { float view_type = u_isRangeView_isRangeVaild_topLayerOnly_viewType.w; if (view_type < 0.5 || (view_type > 8.5 && view_type < 9.5)) // Summer or ColorPrint { if (int(path_data + 0.5) > int(u_pathDataRange.y + 0.5)) { final_color = vec4(0.5, 0.5, 0.5, 1.0); return final_color; } } else if (view_type > 9.5 && view_type < 10.5) // FilamentId { float path_data2 = type_rangeData_deltaExtruder.z; float id = path_data / (u_pathDataRange.y - u_pathDataRange.x); float role = path_data2 / (u_pathDataRange.y - u_pathDataRange.x); final_color = vec4(id, role, id, 1.0); return final_color; } // helio else if (view_type > 11.5 && view_type < 14.5) { if (path_data < u_pathDataRange.x - 0.01) { final_color = vec4(0.5, 0.5, 0.5, 1.0); return final_color; } } // end helio vec2 uv = vec2(0.0, 0.5); if (u_isRangeView_isRangeVaild_topLayerOnly_viewType.y > 0.5) { if (u_rangeType_isUnlit_topLayerIndex.x < 0.5) { uv.x = (path_data - u_pathDataRange.x) / (u_pathDataRange.y - u_pathDataRange.x); } else { uv.x = (log(path_data) - u_pathDataRange.x) / (u_pathDataRange.y - u_pathDataRange.x); } uv.x = clamp(uv.x, 0.0, 1.0); } final_color = texture(s_color_range_texture, uv); } return final_color; } vec4 get_base_color(vec3 type_rangeData_deltaExtruder) { vec4 final_color = vec4(0.0, 0.0, 0.0, 1.0); float path_type = type_rangeData_deltaExtruder.x; if (path_type > 7.5 && path_type < 8.5) //EMoveType::Travel { bool is_top_layer_only = u_isRangeView_isRangeVaild_topLayerOnly_viewType.z > 0.5; if (!is_top_layer_only || is_top_layer()) { float view_type = u_isRangeView_isRangeVaild_topLayerOnly_viewType.w; if ((view_type > 3.5 && view_type < 4.5) || (view_type > 7.5 && view_type < 8.5)) { final_color = extrusion_color(type_rangeData_deltaExtruder); } else { float flag = sign(type_rangeData_deltaExtruder.z); final_color.rgb = KTravel_Colors[int(flag) + 1]; } } else { final_color = vec4(0.25, 0.25, 0.25, 1.0); // Neutral_Color } } else if (path_type > 8.5 && path_type < 9.5) { final_color = vec4(1.0, 1.0, 0.0, 1.0); // Wipe_Color } else if (path_type > 9.5 && path_type < 10.5) { bool is_top_layer_only = u_isRangeView_isRangeVaild_topLayerOnly_viewType.z > 0.5; if (!is_top_layer_only || is_top_layer()) { final_color = extrusion_color(type_rangeData_deltaExtruder); } else { final_color = vec4(0.25, 0.25, 0.25, 1.0); // Neutral_Color } } return final_color; } void main() { vec4 custom_option_color = vec4(0.5, 0.5, 0.5, 1.0); vec3 type_rangeData_deltaExtruder = texelFetch(s_per_move_data_texture, int(moveId)).rgb; vec4 base_color = get_base_color(type_rangeData_deltaExtruder); vec4 mixed_color = mix(custom_option_color, base_color, u_isTopLayer_hasCustomOptins.y > 0.5 ? 0.0 : 1.0); // x = tainted, y = specular; vec2 intensity = vec2(0.0, 0.0); float t_emission_factor = 1.0; if (u_rangeType_isUnlit_topLayerIndex.y < 0.5) { vec3 norm = normal_matrix * normalize(frag_normal); norm = normalize(norm); // 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(norm, LIGHT_TOP_DIR), 0.0); intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(frag_pos.xyz), reflect(-LIGHT_TOP_DIR, norm)), 0.0), LIGHT_TOP_SHININESS); // Perform the same lighting calculation for the 2nd light source (no specular applied). NdotL = max(dot(norm, LIGHT_FRONT_DIR), 0.0); intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; t_emission_factor = emission_factor; } frag_color = vec4(vec3(intensity.y) + mixed_color.rgb * (intensity.x + t_emission_factor), mixed_color.a); }