mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-10-24 17:21:11 -06:00
For Apple's on Arm CPU computed triangle normals inside fragment shader using dFdx and dFdy has the opposite direction. Because of this, objects had darker colors inside the multi-material gizmo. Based on https://stackoverflow.com/a/66206648, the similar behavior was also spotted on some other devices with Arm CPU. |
||
|---|---|---|
| .. | ||
| gouraud.fs | ||
| gouraud.vs | ||
| gouraud_light.fs | ||
| gouraud_light.vs | ||
| options_110.fs | ||
| options_110.vs | ||
| options_120.fs | ||
| options_120.vs | ||
| printbed.fs | ||
| printbed.vs | ||
| toolpaths_lines.fs | ||
| toolpaths_lines.vs | ||
| variable_layer_height.fs | ||
| variable_layer_height.vs | ||