Files
OrcaSlicer-KX/resources/shaders/140/painted_surface_gradient_preview.vs
sentientstardust 14e61db633 Render preview for 2D gradients in shader. Misc bugfixes.
- Make sure prime tower preview is updated when settings change
- Manage color data dialog now closes with escape key
- Textured objects using halftone dithering now show their original texture while preview is being generated
- Show checkboard error overlay in world space (when zone has invalid config).
2026-05-22 08:12:49 +01:00

47 lines
1.5 KiB
GLSL

#version 140
#define INTENSITY_CORRECTION 0.6
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
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
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform mat3 view_normal_matrix;
uniform mat4 volume_world_matrix;
uniform vec2 z_range;
uniform vec4 clipping_plane;
in vec3 v_position;
in vec3 v_normal;
out vec2 intensity;
out vec3 clipping_planes_dots;
out vec4 world_pos;
out vec3 world_normal;
void main()
{
vec3 eye_normal = normalize(view_normal_matrix * v_normal);
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);
NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
world_pos = volume_world_matrix * vec4(v_position, 1.0);
world_normal = normalize(vec3(volume_world_matrix * vec4(v_normal, 0.0)));
gl_Position = projection_matrix * position;
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
}