Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: printbed
This commit is contained in:
parent
4323b602f5
commit
93610ebb02
5 changed files with 34 additions and 6 deletions
|
@ -599,9 +599,18 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
|
|||
#if ENABLE_GLBEGIN_GLEND_REMOVAL
|
||||
init_triangles();
|
||||
|
||||
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||
GLShaderProgram* shader = wxGetApp().get_shader("printbed_attr");
|
||||
#else
|
||||
GLShaderProgram* shader = wxGetApp().get_shader("printbed");
|
||||
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||
if (shader != nullptr) {
|
||||
shader->start_using();
|
||||
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
shader->set_uniform("view_model_matrix", camera.get_view_matrix());
|
||||
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||
shader->set_uniform("transparent_background", bottom);
|
||||
shader->set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue