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