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	 a9a228d071
			
		
	
	
		a9a228d071
		
	
	
	
	
		
			
			1. remove wireframe in 3d view, only keep in paint; 2. pass barycentric_coordinates from outside 3. add shortcut hints Change-Id: I911e5cdf3475926d9527dc0839fdce072ed54746 (cherry picked from commit 6e16d0ccfb71741e55daabd757be9f9e7613e695)
		
			
				
	
	
		
			43 lines
		
	
	
	
		
			1.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			43 lines
		
	
	
	
		
			1.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 110
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| 
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| const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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| 
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| attribute vec3 v_position;
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| attribute vec3 v_barycentric;
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| 
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| uniform mat4 volume_world_matrix;
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| // Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
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| uniform vec2 z_range;
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| // Clipping plane - general orientation. Used by the SLA gizmo.
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| uniform vec4 clipping_plane;
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| 
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| varying vec3 clipping_planes_dots;
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| varying vec4 model_pos;
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| 
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| varying vec3 barycentric_coordinates;
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| 
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| struct SlopeDetection
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| {
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|     bool actived;
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| 	float normal_z;
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|     mat3 volume_world_normal_matrix;
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| };
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| uniform SlopeDetection slope;
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| void main()
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| {
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|     //model_pos = gl_Vertex;
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| 	model_pos = vec4(v_position, 1.0);
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|     // Point in homogenous coordinates.
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|     //vec4 world_pos = volume_world_matrix * gl_Vertex;
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| 	vec4 world_pos = volume_world_matrix * model_pos;
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| 
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|     //gl_Position = ftransform();
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| 	gl_Position = gl_ModelViewProjectionMatrix * vec4(v_position.x, v_position.y, v_position.z, 1.0);
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|     // Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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|     clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
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| 	
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|     //compute the Barycentric Coordinates
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|     //int vertexMod3 = gl_VertexID % 3;
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|     //barycentric_coordinates = vec3(float(vertexMod3 == 0), float(vertexMod3 == 1), float(vertexMod3 == 2));
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| 	barycentric_coordinates = v_barycentric;
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| }
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