MCP 3D Printer Server

by DMontgomery40
Verified
export const vertex = /* glsl */` uniform float rotation; uniform vec2 center; #include <common> #include <uv_pars_vertex> #include <fog_pars_vertex> #include <logdepthbuf_pars_vertex> #include <clipping_planes_pars_vertex> void main() { #include <uv_vertex> vec4 mvPosition = modelViewMatrix[ 3 ]; vec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) ); #ifndef USE_SIZEATTENUATION bool isPerspective = isPerspectiveMatrix( projectionMatrix ); if ( isPerspective ) scale *= - mvPosition.z; #endif vec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale; vec2 rotatedPosition; rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y; rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y; mvPosition.xy += rotatedPosition; gl_Position = projectionMatrix * mvPosition; #include <logdepthbuf_vertex> #include <clipping_planes_vertex> #include <fog_vertex> } `; export const fragment = /* glsl */` uniform vec3 diffuse; uniform float opacity; #include <common> #include <uv_pars_fragment> #include <map_pars_fragment> #include <alphamap_pars_fragment> #include <alphatest_pars_fragment> #include <alphahash_pars_fragment> #include <fog_pars_fragment> #include <logdepthbuf_pars_fragment> #include <clipping_planes_pars_fragment> void main() { vec4 diffuseColor = vec4( diffuse, opacity ); #include <clipping_planes_fragment> vec3 outgoingLight = vec3( 0.0 ); #include <logdepthbuf_fragment> #include <map_fragment> #include <alphamap_fragment> #include <alphatest_fragment> #include <alphahash_fragment> outgoingLight = diffuseColor.rgb; #include <opaque_fragment> #include <tonemapping_fragment> #include <colorspace_fragment> #include <fog_fragment> } `;