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.
This commit is contained in:
Tim Kuipers 2019-10-22 11:27:30 +02:00
parent b515a0f744
commit 4a8385e3e8
4 changed files with 6 additions and 8 deletions

View file

@ -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"))

View file

@ -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)

View file

@ -50,7 +50,7 @@ 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)
{
result = u_error_color;
@ -121,7 +121,7 @@ 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)
{
result = u_error_color;

View file

@ -12,7 +12,7 @@ vertex =
}
fragment =
uniform lowp vec4 u_color;
const lowp vec4 u_color = vec4(1.0 / 255.0, 0.0, 0.0, 1.0);
void main()
{
@ -34,7 +34,7 @@ vertex41core =
fragment41core =
#version 410
uniform lowp vec4 u_color;
const lowp vec4 u_color = vec4(1.0 / 255.0, 0.0, 0.0, 1.0);
out vec4 frag_color;
@ -44,7 +44,6 @@ fragment41core =
}
[defaults]
u_color = [0.02, 0.02, 0.02, 1.0]
[bindings]
u_modelMatrix = model_matrix