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GCodeViewer -> Pass vertex normal to shaders for toolpaths
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13 changed files with 431 additions and 265 deletions
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@ -35,15 +35,12 @@ std::pair<bool, std::string> GLShadersManager::init()
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valid &= append_shader("printbed", { "printbed.vs", "printbed.fs" });
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// used to render options in gcode preview
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valid &= append_shader("options_110", { "options_110.vs", "options_110.fs" });
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if (GUI::wxGetApp().is_glsl_version_greater_or_equal_to(1, 20))
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{
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if (GUI::wxGetApp().is_glsl_version_greater_or_equal_to(1, 20)) {
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valid &= append_shader("options_120_flat", { "options_120_flat.vs", "options_120_flat.fs" });
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valid &= append_shader("options_120_solid", { "options_120_solid.vs", "options_120_solid.fs" });
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}
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// used to render extrusion paths in gcode preview
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valid &= append_shader("extrusions", { "extrusions.vs", "extrusions.fs" });
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// used to render travel paths in gcode preview
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valid &= append_shader("travels", { "travels.vs", "travels.fs" });
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// used to render extrusion and travel paths in gcode preview
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valid &= append_shader("toolpaths", { "toolpaths.vs", "toolpaths.fs" });
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// used to render objects in 3d editor
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valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" });
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// used to render variable layers heights in 3d editor
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