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	Fixed z-fighting between contour around the area selected by smart fill and painted triangles inside the FDM support painting gizmo.
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					 5 changed files with 15 additions and 16 deletions
				
			
		|  | @ -32,6 +32,8 @@ struct SlopeDetection | |||
| uniform vec4 uniform_color; | ||||
| uniform SlopeDetection slope; | ||||
| 
 | ||||
| uniform bool offset_depth_buffer; | ||||
| 
 | ||||
| #ifdef ENABLE_ENVIRONMENT_MAP | ||||
|     uniform sampler2D environment_tex; | ||||
|     uniform bool use_environment_tex; | ||||
|  | @ -69,4 +71,9 @@ void main() | |||
|     else | ||||
| #endif | ||||
|         gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha); | ||||
| 
 | ||||
|     // In the support painting gizmo and the seam painting gizmo are painted triangles rendered over the already | ||||
|     // rendered object. To resolved z-fighting between previously rendered object and painted triangles, values | ||||
|     // inside the depth buffer are offset by small epsilon for painted triangles inside those gizmos. | ||||
|     gl_FragDepth = gl_FragCoord.z - (offset_depth_buffer ? EPSILON : 0.0); | ||||
| } | ||||
|  |  | |||
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	 Lukáš Hejl
						Lukáš Hejl