BambuStudio/resources/shaders/110/printbed.fs

36 lines
1010 B
GLSL

#version 110
const vec3 back_color_dark = vec3(0.235, 0.235, 0.235);
const vec3 back_color_light = vec3(0.365, 0.365, 0.365);
uniform sampler2D u_sampler;
uniform bool transparent_background;
uniform bool svg_source;
varying vec2 tex_coord;
vec4 svg_color(vec2 uv)
{
// takes foreground from u_sampler
vec4 fore_color = texture2D(u_sampler, uv);
// calculates radial gradient
vec3 back_color = vec3(mix(back_color_light, back_color_dark, smoothstep(0.0, 0.5, length(abs(uv) - vec2(0.5)))));
// blends foreground with background
return vec4(mix(back_color, fore_color.rgb, fore_color.a), transparent_background ? fore_color.a : 1.0);
}
vec4 non_svg_color(vec2 uv)
{
// takes foreground from u_sampler
vec4 color = texture2D(u_sampler, uv);
return vec4(color.rgb, transparent_background ? color.a * 0.25 : color.a);
}
void main()
{
// flip uv
vec2 uv = vec2(tex_coord.x, 1.0 - tex_coord.y);
gl_FragColor = svg_source ? svg_color(uv) : non_svg_color(uv);
}