Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: gouraud_light - Selection sidebar hints
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5 changed files with 174 additions and 33 deletions
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@ -612,6 +612,7 @@ void GLGizmoRotate::render_grabber_extension(const BoundingBoxf3& box, bool pick
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Geometry::assemble_transform(2.0 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
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shader->set_uniform("view_model_matrix", view_model_matrix);
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shader->set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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#else
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glsafe(::glPushMatrix());
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glsafe(::glTranslated(center.x(), center.y(), center.z()));
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@ -627,6 +628,7 @@ void GLGizmoRotate::render_grabber_extension(const BoundingBoxf3& box, bool pick
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Geometry::assemble_transform(2.0 * size * Vec3d::UnitZ(), Vec3d::Zero(), Vec3d(0.75 * size, 0.75 * size, 3.0 * size));
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shader->set_uniform("view_model_matrix", view_model_matrix);
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shader->set_uniform("normal_matrix", (Matrix3d)view_model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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#else
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glsafe(::glPopMatrix());
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glsafe(::glPushMatrix());
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