Optimization of the OpenGL shaders for clipping with clipping planes.
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112f218c03
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2 changed files with 15 additions and 16 deletions
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@ -28,13 +28,18 @@ struct PrintBoxDetection
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uniform PrintBoxDetection print_box;
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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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// x = tainted, y = specular;
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varying vec2 intensity;
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varying vec3 delta_box_min;
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varying vec3 delta_box_max;
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varying vec3 world_pos;
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varying vec3 clipping_planes_dots;
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void main()
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{
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@ -66,8 +71,11 @@ void main()
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{
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delta_box_min = ZERO;
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delta_box_max = ZERO;
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}
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}
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gl_Position = ftransform();
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world_pos = vec3(print_box.volume_world_matrix * gl_Vertex);
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}
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// Point in homogenous coordinates.
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vec4 world_pos = print_box.volume_world_matrix * gl_Vertex;
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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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