Fixed gouraud fragment shader
This commit is contained in:
parent
310531d2db
commit
627b727463
@ -39,8 +39,8 @@ void main()
|
||||
vec3 color = uniform_color.rgb;
|
||||
float alpha = uniform_color.a;
|
||||
if (slope.actived && world_normal_z < slope.normal_z - EPSILON) {
|
||||
color = vec3(0.7f, 0.7f, 1.f);
|
||||
alpha = 1.f;
|
||||
color = vec3(0.7, 0.7, 1.0);
|
||||
alpha = 1.0;
|
||||
}
|
||||
// if the fragment is outside the print volume -> use darker color
|
||||
color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
|
||||
|
Loading…
Reference in New Issue
Block a user