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Fixed shader bugs, lines are now nice and smooth again. CURA-3273
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ce226ebbea
commit
aab17608ff
1 changed files with 2 additions and 2 deletions
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@ -164,7 +164,7 @@ geometry41core =
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// left side
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// left side
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_vert));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
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myEmitVertex(v_vertex[0], v_color[0], g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[0].gl_Position + g_vertex_offset_horz_head));
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
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myEmitVertex(v_vertex[0], v_color[0], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[0].gl_Position - g_vertex_offset_horz));
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@ -188,7 +188,7 @@ geometry41core =
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_vert, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_vert));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
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myEmitVertex(v_vertex[1], v_color[1], -g_vertex_normal_horz_head, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz_head));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position - g_vertex_offset_horz));
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myEmitVertex(v_vertex[1], v_color[1], g_vertex_normal_horz, u_viewProjectionMatrix * (gl_in[1].gl_Position + g_vertex_offset_horz));
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EndPrimitive();
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EndPrimitive();
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}
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}
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