Removed striped shading for sinking objects
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2 changed files with 0 additions and 13 deletions
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@ -31,7 +31,6 @@ struct SlopeDetection
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uniform vec4 uniform_color;
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uniform SlopeDetection slope;
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uniform bool sinking;
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#ifdef ENABLE_ENVIRONMENT_MAP
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uniform sampler2D environment_tex;
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@ -51,11 +50,6 @@ varying float world_pos_z;
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varying float world_normal_z;
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varying vec3 eye_normal;
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vec3 sinking_color(vec3 color)
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{
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return (mod(model_pos.x + model_pos.y + model_pos.z, BANDS_WIDTH) < (0.5 * BANDS_WIDTH)) ? mix(color, ZERO, 0.6666) : color;
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}
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uniform bool compute_triangle_normals_in_fs;
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void main()
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@ -97,9 +91,6 @@ void main()
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}
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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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// if the object is sinking, shade it with inclined bands or white around world z = 0
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if (sinking)
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color = (abs(world_pos_z) < 0.05) ? WHITE : sinking_color(color);
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#ifdef ENABLE_ENVIRONMENT_MAP
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if (use_environment_tex)
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gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal_fs).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity_fs.x, alpha);
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@ -800,10 +800,6 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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shader->set_uniform("print_box.volume_world_matrix", volume.first->world_matrix());
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shader->set_uniform("slope.actived", m_slope.active && !volume.first->is_modifier && !volume.first->is_wipe_tower);
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shader->set_uniform("slope.volume_world_normal_matrix", static_cast<Matrix3f>(volume.first->world_matrix().matrix().block(0, 0, 3, 3).inverse().transpose().cast<float>()));
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#if ENABLE_ALLOW_NEGATIVE_Z
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shader->set_uniform("sinking", volume.first->is_sinking());
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#endif // ENABLE_ALLOW_NEGATIVE_Z
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volume.first->render();
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}
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