PrusaSlicer-NonPlainar/resources/shaders/options_110.vs

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#version 110
uniform bool use_fixed_screen_size;
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uniform float zoom;
uniform float point_size;
uniform float near_plane_height;
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float fixed_screen_size()
{
return point_size;
}
float fixed_world_size()
{
return (gl_Position.w == 1.0) ? zoom * near_plane_height * point_size : near_plane_height * point_size / gl_Position.w;
}
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void main()
{
gl_Position = ftransform();
gl_PointSize = use_fixed_screen_size ? fixed_screen_size() : fixed_world_size();
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}