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author | Tim Kuipers <t.kuipers@ultimaker.com> | 2019-10-22 12:27:30 +0300 |
---|---|---|
committer | Tim Kuipers <t.kuipers@ultimaker.com> | 2020-02-27 18:41:20 +0300 |
commit | 4a8385e3e8b91e0a6443b104b4d6a6320648314f (patch) | |
tree | 1be38414a51ee6a104eed5bbf528c9de57ce2ca3 /plugins/SolidView | |
parent | b515a0f74468983b7c66178fda54b6abe7277983 (diff) |
make xray counting color hardcoded value
Somewhere between the xray.shader and the xray_composite.shader the colors are stored as unsigned int.
Since we want to count the integer number of faces behind a pixel in the red channel, we simply use a color with an r value of 1/255.
Diffstat (limited to 'plugins/SolidView')
-rw-r--r-- | plugins/SolidView/SolidView.py | 1 | ||||
-rw-r--r-- | plugins/SolidView/xray_composite.shader | 4 |
2 files changed, 2 insertions, 3 deletions
diff --git a/plugins/SolidView/SolidView.py b/plugins/SolidView/SolidView.py index 565a704b0a..bf8eb67782 100644 --- a/plugins/SolidView/SolidView.py +++ b/plugins/SolidView/SolidView.py @@ -120,7 +120,6 @@ class SolidView(View): if not self._xray_shader: self._xray_shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "xray.shader")) - self._xray_shader.setUniformValue("u_color", Color(*Application.getInstance().getTheme().getColor("xray").getRgb())) if not self._xray_composite_shader: self._xray_composite_shader = OpenGL.getInstance().createShaderProgram(os.path.join(PluginRegistry.getInstance().getPluginPath("SolidView"), "xray_composite.shader")) diff --git a/plugins/SolidView/xray_composite.shader b/plugins/SolidView/xray_composite.shader index 9e8d1545a4..db661d5540 100644 --- a/plugins/SolidView/xray_composite.shader +++ b/plugins/SolidView/xray_composite.shader @@ -58,7 +58,7 @@ fragment = result = layer0 * layer0.a + result * (1.0 - layer0.a); - float intersection_count = (texture2D(u_layer2, v_uvs).r * 255.0) / 5.0; + float intersection_count = texture2D(u_layer2, v_uvs).r * 255.0; if(mod(intersection_count, 2.0) >= 1.0) { if (hash12(v_uvs) > 0.5) @@ -146,7 +146,7 @@ fragment41core = result = layer0 * layer0.a + result * (1.0 - layer0.a); - float intersection_count = (texture(u_layer2, v_uvs).r * 255.0) / 5.0; + float intersection_count = texture(u_layer2, v_uvs).r * 255.0; if(mod(intersection_count, 2.0) >= 1.0) { if (hash12(v_uvs) > 0.5) |