Fix OpenGL 2.0 fallback shader for Layer View

This commit is contained in:
Arjen Hiemstra 2017-02-07 17:34:02 +01:00
parent 4057996e23
commit 74bef2ff95

View file

@ -5,8 +5,8 @@ vertex =
uniform lowp float u_shade_factor; uniform lowp float u_shade_factor;
uniform highp int u_layer_view_type; uniform highp int u_layer_view_type;
attribute highp int a_extruder; attribute highp float a_extruder;
attribute highp int a_line_type; attribute highp float a_line_type;
attribute highp vec4 a_vertex; attribute highp vec4 a_vertex;
attribute lowp vec4 a_color; attribute lowp vec4 a_color;
attribute lowp vec4 a_material_color; attribute lowp vec4 a_material_color;
@ -18,7 +18,7 @@ vertex =
{ {
gl_Position = u_modelViewProjectionMatrix * a_vertex; gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_color = a_color; v_color = a_color;
if ((a_line_type != 8) && (a_line_type != 9)) { if ((a_line_type != 8.0) && (a_line_type != 9.0)) {
v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a); v_color = (a_extruder == u_active_extruder) ? v_color : vec4(u_shade_factor * v_color.rgb, v_color.a);
} }
@ -66,7 +66,7 @@ fragment =
discard; discard;
} }
gl_FragColor = u_color; gl_FragColor = v_color;
} }
vertex41core = vertex41core =