Reduce branches in shader.

part of the further fallout of CURA-7147
This commit is contained in:
Remco Burema 2020-04-22 11:51:21 +02:00
parent 7ed59503d6
commit d078c465ee
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GPG key ID: 215C49431D43F98C

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@ -68,11 +68,9 @@ fragment =
finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
if(u_renderError > 0.5)
{
vec3 grid = vec3(f_vertex.x - floor(f_vertex.x - 0.5), f_vertex.y - floor(f_vertex.y - 0.5), f_vertex.z - floor(f_vertex.z - 0.5));
finalColor.a = dot(grid, grid) < 0.245 ? 0.667 : 1.0;
}
vec3 grid = vec3(f_vertex.x - floor(f_vertex.x - 0.5), f_vertex.y - floor(f_vertex.y - 0.5), f_vertex.z - floor(f_vertex.z - 0.5));
finalColor.a = (u_renderError > 0.5) && dot(grid, grid) < 0.245 ? 0.667 : 1.0;
gl_FragColor = finalColor;
}
@ -144,11 +142,8 @@ fragment41core =
finalColor = (u_faceId != gl_PrimitiveID) ? ((-normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor;
frag_color = finalColor;
if(u_renderError > 0.5)
{
vec3 grid = f_vertex - round(f_vertex);
frag_color.a = dot(grid, grid) < 0.245 ? 0.667 : 1.0;
}
vec3 grid = f_vertex - round(f_vertex);
frag_color.a = (u_renderError > 0.5) && dot(grid, grid) < 0.245 ? 0.667 : 1.0;
}
[defaults]