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-rw-r--r--resources/shaders/gouraud.vs8
-rw-r--r--resources/shaders/variable_layer_height.vs7
2 files changed, 8 insertions, 7 deletions
diff --git a/resources/shaders/gouraud.vs b/resources/shaders/gouraud.vs
index 22ba91a93..ea7e46e79 100644
--- a/resources/shaders/gouraud.vs
+++ b/resources/shaders/gouraud.vs
@@ -22,8 +22,8 @@ struct PrintBoxDetection
{
vec3 min;
vec3 max;
- // xyz contains the offset, if w == 1.0 detection needs to be performed
- vec4 volume_origin;
+ bool volume_detection;
+ mat4 volume_world_matrix;
};
uniform PrintBoxDetection print_box;
@@ -54,9 +54,9 @@ void main()
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
// compute deltas for out of print volume detection (world coordinates)
- if (print_box.volume_origin.w == 1.0)
+ if (print_box.volume_detection)
{
- vec3 v = gl_Vertex.xyz + print_box.volume_origin.xyz;
+ vec3 v = (print_box.volume_world_matrix * gl_Vertex).xyz;
delta_box_min = v - print_box.min;
delta_box_max = v - print_box.max;
}
diff --git a/resources/shaders/variable_layer_height.vs b/resources/shaders/variable_layer_height.vs
index 2c918c0d4..9763859d0 100644
--- a/resources/shaders/variable_layer_height.vs
+++ b/resources/shaders/variable_layer_height.vs
@@ -14,6 +14,8 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define INTENSITY_AMBIENT 0.3
+uniform mat4 volume_world_matrix;
+
// x = tainted, y = specular;
varying vec2 intensity;
@@ -38,9 +40,8 @@ void main()
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
-
- // Scaled to widths of the Z texture.
- object_z = gl_Vertex.z;
+ // Scaled to widths of the Z texture.
+ object_z = (volume_world_matrix * gl_Vertex).z;
gl_Position = ftransform();
}