diff --git a/cura/BuildVolume.py b/cura/BuildVolume.py index 9b6647fe43..62a8b8be4d 100755 --- a/cura/BuildVolume.py +++ b/cura/BuildVolume.py @@ -181,7 +181,6 @@ class BuildVolume(SceneNode): self._grid_shader.setUniformValue("u_plateColor", Color(*theme.getColor("buildplate").getRgb())) self._grid_shader.setUniformValue("u_gridColor0", Color(*theme.getColor("buildplate_grid").getRgb())) self._grid_shader.setUniformValue("u_gridColor1", Color(*theme.getColor("buildplate_grid_minor").getRgb())) - self._grid_shader.setUniformValue("u_z_bias", 0.000001) renderer.queueNode(self, mode = RenderBatch.RenderMode.Lines) renderer.queueNode(self, mesh = self._origin_mesh) diff --git a/resources/shaders/grid.shader b/resources/shaders/grid.shader index c44db85dba..ca1e56e060 100644 --- a/resources/shaders/grid.shader +++ b/resources/shaders/grid.shader @@ -57,7 +57,6 @@ fragment41core = uniform lowp vec4 u_plateColor; uniform lowp vec4 u_gridColor0; uniform lowp vec4 u_gridColor1; - uniform lowp float u_z_bias; //Bias in the depth buffer for rendering this object (to make an object be rendered in front of or behind other objects). in lowp vec2 v_uvs; out vec4 frag_color; @@ -77,14 +76,12 @@ fragment41core = float majorLine = min(majorGrid.x, majorGrid.y); frag_color = mix(minorGridColor, u_gridColor0, 1.0 - min(majorLine, 1.0)); - gl_FragDepth = gl_FragCoord.z + u_z_bias; } [defaults] u_plateColor = [1.0, 1.0, 1.0, 1.0] u_gridColor0 = [0.96, 0.96, 0.96, 1.0] u_gridColor1 = [0.8, 0.8, 0.8, 1.0] -u_z_bias = 0.0 [bindings] u_modelViewProjectionMatrix = model_view_projection_matrix