diff options
author | bubnikv <bubnikv@gmail.com> | 2017-02-21 11:39:28 +0300 |
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committer | bubnikv <bubnikv@gmail.com> | 2017-02-21 11:39:28 +0300 |
commit | 8aae5bdb28f99a6f6a1cf7bae2be621b47a0f1b7 (patch) | |
tree | 4e73d9ea51f15039ef4fb23e05ba9f26f637eb8c /lib | |
parent | 006173342cb339b3782f9cbb603dea82abb60331 (diff) |
The variable layer editing shader was made OpenGL 2.0 compatible.version_1.33.8
Fixed a bug in the scaling of colors for the variable layer editing.
Diffstat (limited to 'lib')
-rw-r--r-- | lib/Slic3r/GUI/3DScene.pm | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/lib/Slic3r/GUI/3DScene.pm b/lib/Slic3r/GUI/3DScene.pm index c20af1bfb..13306d26c 100644 --- a/lib/Slic3r/GUI/3DScene.pm +++ b/lib/Slic3r/GUI/3DScene.pm @@ -1700,8 +1700,8 @@ void main() float lod = clamp(0.5 * log2(max(dx_vtc*dx_vtc, dy_vtc*dy_vtc)), 0., 1.); // Sample the Z texture. Texture coordinates are normalized to <0, 1>. vec4 color = - (1. - lod) * texture2DLod(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), 0.) + - lod * texture2DLod(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 1.); + (1. - lod) * texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.) + + lod * texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.); // Mix the final color. gl_FragColor = vec4(intensity_specular, intensity_specular, intensity_specular, 1.) + |