Fixed gouraud fragment shader
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310531d2db
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@ -39,8 +39,8 @@ void main()
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vec3 color = uniform_color.rgb;
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vec3 color = uniform_color.rgb;
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float alpha = uniform_color.a;
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float alpha = uniform_color.a;
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if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
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if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
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color = vec3(0.7f, 0.7f, 1.f);
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color = vec3(0.7, 0.7, 1.0);
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alpha = 1.f;
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alpha = 1.0;
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}
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}
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// if the fragment is outside the print volume -> use darker color
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// if the fragment is outside the print volume -> use darker color
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color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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