Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: flat - debug tech PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
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@ -1222,9 +1222,17 @@ void TriangleSelectorGUI::render_debug(ImGuiWrapper* imgui)
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if (curr_shader != nullptr)
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if (curr_shader != nullptr)
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curr_shader->stop_using();
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curr_shader->stop_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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GLShaderProgram* shader = wxGetApp().get_shader("flat_attr");
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#else
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GLShaderProgram* shader = wxGetApp().get_shader("flat");
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GLShaderProgram* shader = wxGetApp().get_shader("flat");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (shader != nullptr) {
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if (shader != nullptr) {
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shader->start_using();
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shader->start_using();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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::glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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::glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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