- 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).
288 lines
10 KiB
GLSL
288 lines
10 KiB
GLSL
#version 140
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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const float INVALID_TEXTURE_CHECKER_SCALE = 0.2;
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const int MAX_GRADIENT_COMPONENTS = 10;
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const float EPSILON = 0.000001;
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struct PrintVolumeDetection
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{
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int type;
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vec4 xy_data;
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vec2 z_data;
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};
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uniform vec4 uniform_color;
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uniform float texture_preview_mix;
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uniform bool invalid_texture_mapping;
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uniform PrintVolumeDetection print_volume;
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uniform int gradient_component_count;
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uniform vec3 gradient_component_colors[MAX_GRADIENT_COMPONENTS];
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uniform float gradient_distances_mm[MAX_GRADIENT_COMPONENTS];
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uniform float gradient_angles_deg[MAX_GRADIENT_COMPONENTS];
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uniform float gradient_strength_factors[MAX_GRADIENT_COMPONENTS];
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uniform float gradient_minimum_offset_factors[MAX_GRADIENT_COMPONENTS];
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uniform float gradient_max_component_distance_mm;
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uniform float gradient_max_width_delta_limit_mm;
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uniform int gradient_angle_mode;
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uniform bool gradient_rotation_enabled;
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uniform float gradient_rotations;
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uniform float gradient_repeats;
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uniform bool gradient_reverse_repeats;
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uniform bool gradient_clockwise;
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uniform int gradient_fade_mode;
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uniform vec3 gradient_center;
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uniform float gradient_z_min;
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uniform float gradient_z_max;
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in vec2 intensity;
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in vec3 clipping_planes_dots;
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in vec4 world_pos;
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in vec3 world_normal;
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out vec4 out_color;
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float normalize_angle(float angle)
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{
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float out_angle = mod(angle, 360.0);
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if (out_angle < 0.0)
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out_angle += 360.0;
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return out_angle;
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}
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float angular_distance_deg(float a, float b)
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{
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float d = abs(normalize_angle(a) - normalize_angle(b));
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return min(d, 360.0 - d);
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}
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float angular_distance_cw(float from_deg, float to_deg)
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{
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float d = normalize_angle(to_deg) - normalize_angle(from_deg);
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if (d < 0.0)
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d += 360.0;
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return d;
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}
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float repeated_rotation_progress(float progress01, float repeats, bool reverse_repeats)
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{
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float p = clamp(progress01, 0.0, 1.0);
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float r = max(1.0, repeats);
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if (r <= 1.0 + EPSILON)
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return p;
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float repeated_pos = p * r;
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float segment_idx = floor(repeated_pos);
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float local = repeated_pos - segment_idx;
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if (p >= 1.0 - EPSILON) {
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segment_idx = max(0.0, ceil(r) - 1.0);
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local = 1.0;
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}
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if (reverse_repeats && mod(segment_idx, 2.0) >= 1.0)
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local = 1.0 - local;
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return clamp(local, 0.0, 1.0);
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}
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float offset_fade_factor(int fade_mode, float progress01)
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{
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float p = clamp(progress01, 0.0, 1.0);
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if (fade_mode == 1)
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return p;
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if (fade_mode == 2)
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return 1.0 - p;
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if (fade_mode == 3)
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return 1.0 - abs(2.0 * p - 1.0);
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if (fade_mode == 4)
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return abs(2.0 * p - 1.0);
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if (fade_mode == 5)
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return 2.0 * p - 1.0;
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return 1.0;
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}
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float component_angular_influence(int component_idx, float theta_deg)
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{
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int count = min(gradient_component_count, MAX_GRADIENT_COMPONENTS);
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if (count <= 0)
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return 0.0;
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if (count == 1)
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return 1.0;
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float self_angle = normalize_angle(gradient_angles_deg[component_idx]);
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float prev_angle = self_angle;
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float next_angle = self_angle;
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float prev_to_self_deg = 360.0;
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float self_to_next_deg = 360.0;
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for (int i = 0; i < MAX_GRADIENT_COMPONENTS; ++i) {
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if (i >= count || i == component_idx)
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continue;
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float other_angle = normalize_angle(gradient_angles_deg[i]);
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float prev_distance = angular_distance_cw(other_angle, self_angle);
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float next_distance = angular_distance_cw(self_angle, other_angle);
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if (prev_distance < prev_to_self_deg) {
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prev_to_self_deg = prev_distance;
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prev_angle = other_angle;
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}
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if (next_distance < self_to_next_deg) {
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self_to_next_deg = next_distance;
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next_angle = other_angle;
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}
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}
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if (prev_to_self_deg <= 0.001 || self_to_next_deg <= 0.001) {
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float total_weight = 0.0;
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float active_weight = 0.0;
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for (int i = 0; i < MAX_GRADIENT_COMPONENTS; ++i) {
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if (i >= count)
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continue;
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float weight = max(0.0, 1.0 - angular_distance_deg(theta_deg, gradient_angles_deg[i]) / 180.0);
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total_weight += weight;
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if (i == component_idx)
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active_weight += weight;
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}
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if (total_weight <= EPSILON)
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return 0.0;
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return clamp(active_weight / total_weight, 0.0, 1.0);
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}
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float theta_norm = normalize_angle(theta_deg);
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float prev_to_theta_deg = angular_distance_cw(prev_angle, theta_norm);
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if (prev_to_theta_deg <= prev_to_self_deg + 0.0001)
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return clamp(prev_to_theta_deg / prev_to_self_deg, 0.0, 1.0);
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float self_to_theta_deg = angular_distance_cw(self_angle, theta_norm);
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if (self_to_theta_deg <= self_to_next_deg + 0.0001)
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return clamp(1.0 - self_to_theta_deg / self_to_next_deg, 0.0, 1.0);
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return 0.0;
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}
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float variable_width_delta(float inset_strength, float max_width_delta_limit_mm, float minimum_offset_factor, float strength_factor)
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{
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if (max_width_delta_limit_mm <= 0.0)
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return 0.0;
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float desired_width_factor = 1.0 - clamp(inset_strength, 0.0, 1.0);
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float min_width_factor = clamp(minimum_offset_factor, 0.0, 1.0);
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float adjusted_width_factor = min_width_factor + desired_width_factor * clamp(strength_factor, 0.0, 1.0) * (1.0 - min_width_factor);
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return clamp(max_width_delta_limit_mm * (1.0 - adjusted_width_factor), 0.0, max_width_delta_limit_mm);
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}
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vec3 surface_gradient_color()
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{
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int count = min(gradient_component_count, MAX_GRADIENT_COMPONENTS);
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if (count <= 0)
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return uniform_color.rgb;
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float z_span = gradient_z_max - gradient_z_min;
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float z_progress = z_span > EPSILON ? clamp((world_pos.z - gradient_z_min) / z_span, 0.0, 1.0) : 0.0;
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float rotation_deg = 0.0;
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if (gradient_rotation_enabled) {
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float repeated = repeated_rotation_progress(z_progress, max(1.0, gradient_repeats), gradient_reverse_repeats);
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float direction = gradient_clockwise ? -1.0 : 1.0;
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rotation_deg = direction * 360.0 * gradient_rotations * repeated;
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}
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vec2 direction_vec = vec2(0.0);
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if (gradient_angle_mode == 1)
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direction_vec = world_normal.xy;
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if (dot(direction_vec, direction_vec) <= EPSILON) {
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vec3 radial = world_pos.xyz - gradient_center;
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direction_vec = radial.xy;
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}
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if (dot(direction_vec, direction_vec) <= EPSILON)
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direction_vec = vec2(1.0, 0.0);
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float theta_deg = normalize_angle(degrees(atan(direction_vec.y, direction_vec.x)) - rotation_deg);
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float fade_factor = abs(offset_fade_factor(gradient_fade_mode, z_progress));
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float influences[MAX_GRADIENT_COMPONENTS];
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float edge_reaches[MAX_GRADIENT_COMPONENTS];
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float min_reach = 1000000.0;
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float max_reach = -1000000.0;
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for (int i = 0; i < MAX_GRADIENT_COMPONENTS; ++i) {
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influences[i] = 0.0;
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edge_reaches[i] = 0.0;
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if (i < count)
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influences[i] = component_angular_influence(i, theta_deg);
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}
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for (int i = 0; i < MAX_GRADIENT_COMPONENTS; ++i) {
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if (i >= count)
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continue;
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float raw_inset_mm = 0.0;
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for (int j = 0; j < MAX_GRADIENT_COMPONENTS; ++j) {
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if (j >= count || i == j)
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continue;
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raw_inset_mm += gradient_distances_mm[j] * influences[j];
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}
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float inset_strength = clamp(raw_inset_mm / max(gradient_max_component_distance_mm, EPSILON), 0.0, 1.0);
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float width_delta_mm = variable_width_delta(inset_strength * fade_factor,
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gradient_max_width_delta_limit_mm,
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gradient_minimum_offset_factors[i],
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gradient_strength_factors[i]);
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edge_reaches[i] = clamp(gradient_max_width_delta_limit_mm - width_delta_mm, 0.0, gradient_max_width_delta_limit_mm);
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min_reach = min(min_reach, edge_reaches[i]);
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max_reach = max(max_reach, edge_reaches[i]);
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}
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vec3 mixed_color = vec3(0.0);
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float total_weight = 0.0;
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float reach_span = max_reach - min_reach;
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for (int i = 0; i < MAX_GRADIENT_COMPONENTS; ++i) {
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if (i >= count)
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continue;
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float weight = reach_span > EPSILON ? clamp((edge_reaches[i] - min_reach) / reach_span, 0.0, 1.0) : 1.0;
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mixed_color += gradient_component_colors[i] * weight;
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total_weight += weight;
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}
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if (total_weight <= EPSILON)
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return gradient_component_colors[0];
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return clamp(mixed_color / total_weight, 0.0, 1.0);
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}
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float invalid_texture_mapping_checker()
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{
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vec3 normal_axes = abs(world_normal);
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vec2 checker_pos = world_pos.xy;
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if (normal_axes.x > normal_axes.y && normal_axes.x > normal_axes.z)
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checker_pos = world_pos.yz;
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else if (normal_axes.y > normal_axes.z)
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checker_pos = world_pos.xz;
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return mod(floor(checker_pos.x * INVALID_TEXTURE_CHECKER_SCALE) + floor(checker_pos.y * INVALID_TEXTURE_CHECKER_SCALE), 2.0);
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}
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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vec4 color = uniform_color;
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float mix_factor = clamp(texture_preview_mix, 0.0, 1.0);
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color.rgb = mix(color.rgb, surface_gradient_color(), mix_factor);
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if (invalid_texture_mapping) {
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float checker = invalid_texture_mapping_checker();
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vec3 checker_color = mix(vec3(0.0), vec3(1.0), checker);
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color.rgb = mix(color.rgb, checker_color, 0.62);
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}
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vec3 pv_check_min = ZERO;
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vec3 pv_check_max = ZERO;
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if (print_volume.type == 0) {
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pv_check_min = world_pos.xyz - vec3(print_volume.xy_data.x, print_volume.xy_data.y, print_volume.z_data.x);
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pv_check_max = world_pos.xyz - vec3(print_volume.xy_data.z, print_volume.xy_data.w, print_volume.z_data.y);
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}
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else if (print_volume.type == 1) {
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float delta_radius = print_volume.xy_data.z - distance(world_pos.xy, print_volume.xy_data.xy);
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pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x);
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pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y);
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}
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color.rgb = (any(lessThan(pv_check_min, ZERO)) || any(greaterThan(pv_check_max, ZERO))) ? mix(color.rgb, ZERO, 0.3333) : color.rgb;
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out_color = vec4(vec3(intensity.y) + color.rgb * intensity.x, color.a);
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}
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