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	Fixed shaders on Intel Cards - not allowed use of 'active' word
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					 3 changed files with 8 additions and 8 deletions
				
			
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			@ -8,7 +8,7 @@ const float EPSILON = 0.0001;
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struct SlopeDetection
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{
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    bool active;
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    bool actived;
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	// x = yellow, y = red
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	vec2 z_range;
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    mat3 volume_world_normal_matrix;
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			@ -37,7 +37,7 @@ 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.active ? slope_color() : uniform_color.rgb;
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	vec3 color = slope.actived ? slope_color() : uniform_color.rgb;
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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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    gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a);
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			@ -20,7 +20,7 @@ const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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struct PrintBoxDetection
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{
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    bool active;
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    bool actived;
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    vec3 min;
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    vec3 max;
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    mat4 volume_world_matrix;
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			@ -28,7 +28,7 @@ struct PrintBoxDetection
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struct SlopeDetection
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{
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    bool active;
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    bool actived;
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	// x = yellow, y = red
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	vec2 z_range;
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    mat3 volume_world_normal_matrix;
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			@ -72,7 +72,7 @@ void main()
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    intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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    // compute deltas for out of print volume detection (world coordinates)
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    if (print_box.active)
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    if (print_box.actived)
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    {
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        vec3 v = (print_box.volume_world_matrix * gl_Vertex).xyz;
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        delta_box_min = v - print_box.min;
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			@ -85,7 +85,7 @@ void main()
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    }
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    // z component of normal vector in world coordinate used for slope shading
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	world_normal_z = slope.active ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
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	world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
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    gl_Position = ftransform();
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    // Point in homogenous coordinates.
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