2020-04-14 08:02:08 +00:00
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#version 110
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varying vec3 eye_position;
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varying vec3 eye_normal;
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//// world z component of the normal used to darken the lower side of the toolpaths
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//varying float world_normal_z;
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void main()
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{
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eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
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eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
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// eye_normal = gl_NormalMatrix * gl_Normal;
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// world_normal_z = gl_Normal.z;
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gl_Position = ftransform();
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2020-04-14 14:40:08 +00:00
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2020-04-15 14:29:11 +00:00
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gl_PointSize = 5.0;
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2020-04-14 08:02:08 +00:00
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}
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