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https://github.com/FULU-Foundation/OrcaSlicer-bambulab.git
synced 2026-05-14 13:02:39 -07:00
Code cleanup
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@@ -5,8 +5,7 @@ uniform vec4 uniform_color;
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uniform float percent_outline_radius;
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uniform float percent_center_radius;
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vec4 customizable_color(float radius, vec4 color)
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vec4 calc_color(float radius, vec4 color)
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{
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return ((radius < percent_center_radius) || (radius > 1.0 - percent_outline_radius)) ?
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vec4(0.5 * color.rgb, color.a) : color;
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@@ -19,5 +18,5 @@ void main()
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if (radius > 1.0)
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discard;
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gl_FragColor = customizable_color(radius, uniform_color);
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gl_FragColor = calc_color(radius, uniform_color);
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}
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@@ -8,11 +8,8 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.0, 0.0, 1.0);
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uniform vec4 light_intensity;
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uniform vec4 uniform_color;
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varying vec3 eye_position;
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varying vec3 eye_normal;
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float intensity;
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void main()
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{
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vec3 normal = normalize(eye_normal);
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@@ -21,7 +18,7 @@ void main()
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// Since these two are normalized the cosine is the dot product. Take the abs value to light the lines no matter in which direction the normal points.
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float NdotL = abs(dot(normal, LIGHT_TOP_DIR));
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intensity = light_intensity.x + NdotL * light_intensity.y;
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float intensity = light_intensity.x + NdotL * light_intensity.y;
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// Perform the same lighting calculation for the 2nd light source.
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NdotL = abs(dot(normal, LIGHT_FRONT_DIR));
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@@ -1,6 +1,5 @@
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#version 110
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varying vec3 eye_position;
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varying vec3 eye_normal;
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vec3 world_normal()
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@@ -16,6 +15,5 @@ void main()
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{
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vec4 world_position = vec4(gl_Vertex.xyz, 1.0);
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gl_Position = gl_ModelViewProjectionMatrix * world_position;
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eye_position = (gl_ModelViewMatrix * world_position).xyz;
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eye_normal = gl_NormalMatrix * world_normal();
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}
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