mirror of
				https://github.com/SoftFever/OrcaSlicer.git
				synced 2025-10-31 04:31:15 -06:00 
			
		
		
		
	
		
			
				
	
	
		
			30 lines
		
	
	
	
		
			914 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			30 lines
		
	
	
	
		
			914 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 110
 | |
| 
 | |
| const vec3 ZERO = vec3(0.0, 0.0, 0.0);
 | |
| 
 | |
| uniform mat4 volume_world_matrix;
 | |
| // Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
 | |
| uniform vec2 z_range;
 | |
| // Clipping plane - general orientation. Used by the SLA gizmo.
 | |
| uniform vec4 clipping_plane;
 | |
| 
 | |
| varying vec3 clipping_planes_dots;
 | |
| varying vec4 model_pos;
 | |
| 
 | |
| struct SlopeDetection
 | |
| {
 | |
|     bool actived;
 | |
| 	float normal_z;
 | |
|     mat3 volume_world_normal_matrix;
 | |
| };
 | |
| uniform SlopeDetection slope;
 | |
| void main()
 | |
| {
 | |
|     model_pos = gl_Vertex;
 | |
|     // Point in homogenous coordinates.
 | |
|     vec4 world_pos = volume_world_matrix * gl_Vertex;
 | |
| 
 | |
|     gl_Position = ftransform();
 | |
|     // Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
 | |
|     clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
 | |
| }
 | 
