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prevent false negative xray error for high overlap count
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parent
5d90fd31d9
commit
890b6dc0b4
2 changed files with 4 additions and 4 deletions
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@ -53,7 +53,7 @@ fragment =
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float intersection_count = texture2D(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float intersection_count = texture2D(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float rest = mod(intersection_count + .01, 2.0);
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float rest = mod(intersection_count + .01, 2.0);
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if (rest > 1.0 && rest < 1.5)
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if (rest > 1.0 && rest < 1.5 && intersection_count < 49)
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{
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{
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vec2 scaling = textureSize(u_layer0, 0) / textureSize(u_xray_error, 0);
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vec2 scaling = textureSize(u_layer0, 0) / textureSize(u_xray_error, 0);
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * texture(u_xray_error, v_uvs * scaling);
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * texture(u_xray_error, v_uvs * scaling);
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@ -129,7 +129,7 @@ fragment41core =
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float intersection_count = texture(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float intersection_count = texture(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float rest = mod(intersection_count + .01, 2.0);
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float rest = mod(intersection_count + .01, 2.0);
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if (rest > 1.0 && rest < 1.5)
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if (rest > 1.0 && rest < 1.5 && intersection_count < 49)
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{
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{
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vec2 scaling = textureSize(u_layer0, 0) / textureSize(u_xray_error, 0);
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vec2 scaling = textureSize(u_layer0, 0) / textureSize(u_xray_error, 0);
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * texture(u_xray_error, v_uvs * scaling);
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * texture(u_xray_error, v_uvs * scaling);
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@ -52,7 +52,7 @@ fragment =
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float intersection_count = texture2D(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float intersection_count = texture2D(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float rest = mod(intersection_count + .01, 2.0);
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float rest = mod(intersection_count + .01, 2.0);
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if (rest > 1.0 && rest < 1.5)
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if (rest > 1.0 && rest < 1.5 && intersection_count < 49)
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{
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{
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result = u_error_color;
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result = u_error_color;
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}
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}
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@ -124,7 +124,7 @@ fragment41core =
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float intersection_count = texture(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float intersection_count = texture(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float rest = mod(intersection_count + .01, 2.0);
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float rest = mod(intersection_count + .01, 2.0);
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if (rest > 1.0 && rest < 1.5)
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if (rest > 1.0 && rest < 1.5 && intersection_count < 49)
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{
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{
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result = u_error_color;
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result = u_error_color;
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}
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}
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