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	Removed unneeded branching from shaders
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					 2 changed files with 6 additions and 14 deletions
				
			
		|  | @ -64,16 +64,12 @@ void main() | ||||||
|     intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; |     intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; | ||||||
|     intensity.y = 0.0; |     intensity.y = 0.0; | ||||||
| 
 | 
 | ||||||
|     if (NdotL > 0.0) |     vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz; | ||||||
|     {     |     intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); | ||||||
|         vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz; |  | ||||||
|         intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); |  | ||||||
|     } |  | ||||||
| 
 | 
 | ||||||
|     // Perform the same lighting calculation for the 2nd light source (no specular applied). |     // Perform the same lighting calculation for the 2nd light source (no specular applied). | ||||||
|     NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); |     NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); | ||||||
|     if (NdotL > 0.0) |     intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; | ||||||
|         intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; |  | ||||||
| 
 | 
 | ||||||
|     // compute deltas for out of print volume detection (world coordinates) |     // compute deltas for out of print volume detection (world coordinates) | ||||||
|     if (print_box.actived) |     if (print_box.actived) | ||||||
|  |  | ||||||
|  | @ -34,17 +34,13 @@ void main() | ||||||
|     intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; |     intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; | ||||||
|     intensity.y = 0.0; |     intensity.y = 0.0; | ||||||
| 
 | 
 | ||||||
|     if (NdotL > 0.0) |     vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz; | ||||||
|     {     |     intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); | ||||||
|         vec3 position = (gl_ModelViewMatrix * gl_Vertex).xyz; |  | ||||||
|         intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); |  | ||||||
|     } |  | ||||||
| 
 | 
 | ||||||
|     // Perform the same lighting calculation for the 2nd light source (no specular) |     // Perform the same lighting calculation for the 2nd light source (no specular) | ||||||
|     NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); |     NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); | ||||||
|      |      | ||||||
|     if (NdotL > 0.0) |     intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; | ||||||
|         intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; |  | ||||||
| 
 | 
 | ||||||
|     // Scaled to widths of the Z texture. |     // Scaled to widths of the Z texture. | ||||||
|     if (object_max_z > 0.0) |     if (object_max_z > 0.0) | ||||||
|  |  | ||||||
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	 enricoturri1966
						enricoturri1966