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authorenricoturri1966 <enricoturri@seznam.cz>2020-04-08 09:22:02 +0300
committerenricoturri1966 <enricoturri@seznam.cz>2020-04-08 09:22:02 +0300
commitc887ecfefaeb627f656f4bc007f897b027dcf90a (patch)
tree0312fc9f5ed60c495c277d299b4141d687e94cf1 /resources
parent0e2fba6d6f07f515620483405021f8c83fba0080 (diff)
Removed unneeded branching from shaders
Diffstat (limited to 'resources')
-rw-r--r--resources/shaders/gouraud.vs10
-rw-r--r--resources/shaders/variable_layer_height.vs10
2 files changed, 6 insertions, 14 deletions
diff --git a/resources/shaders/gouraud.vs b/resources/shaders/gouraud.vs
index 17cc764e2..a790b5d9e 100644
--- a/resources/shaders/gouraud.vs
+++ b/resources/shaders/gouraud.vs
@@ -64,16 +64,12 @@ void main()
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
intensity.y = 0.0;
- if (NdotL > 0.0)
- {
- vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
- intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
- }
+ vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
- if (NdotL > 0.0)
- intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
+ intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// compute deltas for out of print volume detection (world coordinates)
if (print_box.actived)
diff --git a/resources/shaders/variable_layer_height.vs b/resources/shaders/variable_layer_height.vs
index 5dd697063..221cb5407 100644
--- a/resources/shaders/variable_layer_height.vs
+++ b/resources/shaders/variable_layer_height.vs
@@ -34,17 +34,13 @@ void main()
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
intensity.y = 0.0;
- if (NdotL > 0.0)
- {
- vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
- intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
- }
+ vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular)
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
- if (NdotL > 0.0)
- intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
+ intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// Scaled to widths of the Z texture.
if (object_max_z > 0.0)