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FDM supports gizmo 'autoset by angle' improvements:
- Extra dialog for autosetting by angle in FDM supports gizmo was removed - Highlighting facets by angle is now controlled by a slider in the main gizmo dialog - User is allowed to paint even when using the slope highlighter - The button to turn highlighted facets to blockers was removed, it made no sense - Highlighted facets are now rendered in light blue
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6 changed files with 212 additions and 188 deletions
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@ -32,22 +32,22 @@ varying vec3 delta_box_max;
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varying float world_normal_z;
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varying vec3 eye_normal;
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vec3 slope_color()
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{
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return (world_normal_z > slope.normal_z - EPSILON) ? GREEN : RED;
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}
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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vec3 color = slope.actived ? slope_color() : uniform_color.rgb;
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vec3 color = uniform_color.rgb;
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float alpha = uniform_color.a;
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if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
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color = vec3(0.7f, 0.7f, 1.f);
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alpha = 1.f;
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}
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// if the fragment is outside the print volume -> use darker color
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color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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#ifdef ENABLE_ENVIRONMENT_MAP
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if (use_environment_tex)
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gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, uniform_color.a);
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gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
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else
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#endif
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, uniform_color.a);
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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}
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