#version 140 const vec3 ZERO = vec3(0.0, 0.0, 0.0); const vec3 WHITE = vec3(1.0, 1.0, 1.0); const float ONE_OVER_EPSILON = 1e4; struct PrintVolumeDetection { // 0 = rectangle, 1 = circle, 2 = custom, 3 = invalid int type; // type = 0 (rectangle): // x = min.x, y = min.y, z = max.x, w = max.y // type = 1 (circle): // x = center.x, y = center.y, z = radius vec4 xy_data; // x = min z, y = max z vec2 z_data; }; uniform vec4 uniform_color; uniform float emission_factor; uniform PrintVolumeDetection print_volume; // x = diffuse, y = specular; in vec2 intensity; in vec4 world_pos; out vec4 frag_color; void main() { vec3 color = uniform_color.rgb; float alpha = uniform_color.a; // if the fragment is outside the print volume -> use darker color vec3 pv_check_min = ZERO; vec3 pv_check_max = ZERO; if (print_volume.type == 0) {// rectangle pv_check_min = world_pos.xyz - vec3(print_volume.xy_data.x, print_volume.xy_data.y, print_volume.z_data.x); pv_check_max = world_pos.xyz - vec3(print_volume.xy_data.z, print_volume.xy_data.w, print_volume.z_data.y); pv_check_min = pv_check_min * ONE_OVER_EPSILON; pv_check_max = pv_check_max * ONE_OVER_EPSILON; color = (any(lessThan(pv_check_min, vec3(1.0))) || any(greaterThan(pv_check_max, vec3(1.0)))) ? mix(color, WHITE, 0.3333) : color; } else if (print_volume.type == 1) {// circle float delta_radius = print_volume.xy_data.z - distance(world_pos.xy, print_volume.xy_data.xy); pv_check_min = vec3(delta_radius, 0.0, world_pos.z - print_volume.z_data.x); pv_check_max = vec3(0.0, 0.0, world_pos.z - print_volume.z_data.y); pv_check_min = pv_check_min * ONE_OVER_EPSILON; pv_check_max = pv_check_max * ONE_OVER_EPSILON; color = (any(lessThan(pv_check_min, vec3(1.0))) || any(greaterThan(pv_check_max, vec3(1.0)))) ? mix(color, WHITE, 0.3333) : color; } frag_color = vec4(vec3(intensity.y) + color * (intensity.x + emission_factor), alpha); }