Fixed shaders on Intel Cards - not allowed use of 'active' word
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@ -8,7 +8,7 @@ const float EPSILON = 0.0001;
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struct SlopeDetection
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struct SlopeDetection
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{
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{
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bool active;
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bool actived;
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// x = yellow, y = red
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// x = yellow, y = red
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vec2 z_range;
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vec2 z_range;
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mat3 volume_world_normal_matrix;
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mat3 volume_world_normal_matrix;
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@ -37,7 +37,7 @@ void main()
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{
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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discard;
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vec3 color = slope.active ? slope_color() : uniform_color.rgb;
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vec3 color = slope.actived ? slope_color() : uniform_color.rgb;
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// if the fragment is outside the print volume -> use darker color
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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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color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a);
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gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a);
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@ -20,7 +20,7 @@ const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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struct PrintBoxDetection
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struct PrintBoxDetection
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{
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{
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bool active;
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bool actived;
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vec3 min;
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vec3 min;
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vec3 max;
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vec3 max;
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mat4 volume_world_matrix;
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mat4 volume_world_matrix;
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@ -28,7 +28,7 @@ struct PrintBoxDetection
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struct SlopeDetection
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struct SlopeDetection
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{
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{
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bool active;
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bool actived;
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// x = yellow, y = red
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// x = yellow, y = red
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vec2 z_range;
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vec2 z_range;
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mat3 volume_world_normal_matrix;
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mat3 volume_world_normal_matrix;
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@ -72,7 +72,7 @@ void main()
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// compute deltas for out of print volume detection (world coordinates)
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// compute deltas for out of print volume detection (world coordinates)
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if (print_box.active)
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if (print_box.actived)
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{
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{
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vec3 v = (print_box.volume_world_matrix * gl_Vertex).xyz;
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vec3 v = (print_box.volume_world_matrix * gl_Vertex).xyz;
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delta_box_min = v - print_box.min;
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delta_box_min = v - print_box.min;
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@ -85,7 +85,7 @@ void main()
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}
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}
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// z component of normal vector in world coordinate used for slope shading
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// z component of normal vector in world coordinate used for slope shading
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world_normal_z = slope.active ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
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world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
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gl_Position = ftransform();
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gl_Position = ftransform();
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// Point in homogenous coordinates.
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// Point in homogenous coordinates.
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@ -655,11 +655,11 @@ void GLVolumeCollection::render(GLVolumeCollection::ERenderType type, bool disab
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GLint print_box_min_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "print_box.min") : -1;
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GLint print_box_min_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "print_box.min") : -1;
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GLint print_box_max_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "print_box.max") : -1;
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GLint print_box_max_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "print_box.max") : -1;
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GLint print_box_active_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "print_box.active") : -1;
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GLint print_box_active_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "print_box.actived") : -1;
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GLint print_box_worldmatrix_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "print_box.volume_world_matrix") : -1;
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GLint print_box_worldmatrix_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "print_box.volume_world_matrix") : -1;
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#if ENABLE_SLOPE_RENDERING
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#if ENABLE_SLOPE_RENDERING
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GLint slope_active_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "slope.active") : -1;
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GLint slope_active_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "slope.actived") : -1;
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GLint slope_normal_matrix_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "slope.volume_world_normal_matrix") : -1;
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GLint slope_normal_matrix_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "slope.volume_world_normal_matrix") : -1;
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GLint slope_z_range_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "slope.z_range") : -1;
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GLint slope_z_range_id = (current_program_id > 0) ? ::glGetUniformLocation(current_program_id, "slope.z_range") : -1;
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#endif // ENABLE_SLOPE_RENDERING
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#endif // ENABLE_SLOPE_RENDERING
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