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	Tech ENABLE_ALLOW_NEGATIVE_Z-> Layers height editing related fixes
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					 5 changed files with 61 additions and 27 deletions
				
			
		|  | @ -24,7 +24,7 @@ void main() | |||
|     float z_texture_col = object_z_row - z_texture_row; | ||||
|     float z_blend = 0.25 * cos(min(M_PI, abs(M_PI * (object_z - z_cursor) * 1.8 / z_cursor_band_width))) + 0.25; | ||||
|     // Calculate level of detail from the object Z coordinate. | ||||
|     // This makes the slowly sloping surfaces to be show with high detail (with stripes), | ||||
|     // This makes the slowly sloping surfaces to be shown with high detail (with stripes), | ||||
|     // and the vertical surfaces to be shown with low detail (no stripes) | ||||
|     float z_in_cells = object_z_row * 190.; | ||||
|     // Gradient of Z projected on the screen. | ||||
|  | @ -32,9 +32,10 @@ void main() | |||
|     float dy_vtc = dFdy(z_in_cells); | ||||
|     float lod = clamp(0.5 * log2(max(dx_vtc * dx_vtc, dy_vtc * dy_vtc)), 0., 1.); | ||||
|     // Sample the Z texture. Texture coordinates are normalized to <0, 1>. | ||||
|     vec4 color = mix(texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5    )), -10000.), | ||||
|                      texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)),  10000.), lod); | ||||
|              | ||||
|     vec4 color = vec4(0.25, 0.25, 0.25, 1.0); | ||||
|     if (z_texture_row >= 0.0) | ||||
|         color = mix(texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5    )), -10000.), | ||||
|                     texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)),  10000.), lod);             | ||||
|     // Mix the final color. | ||||
|     gl_FragColor = vec4(vec3(intensity.y), 1.0) +  intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend); | ||||
| } | ||||
|  |  | |||
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