Lukáš Hejl
6194e67e68
Triangle normals and lighting are computed inside the fragment shader for the multi-material painting gizmo.
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It results in a six-fold reduction of the amount of data transferred into GPU because there is no need to duplicate vertices for every triangle. Also, normals aren't needed to be transferred to GPU.
2021-07-13 11:23:36 +02:00
enricoturri1966
8f385aac44
Tech ENABLE_ALLOW_NEGATIVE_Z -> Shading of sinking instances
2021-04-22 13:18:36 +02:00
enricoturri1966
0f44caa99c
ENABLE_SLOPE_RENDERING set as default
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Slope rendering active only when using Gizmo FDM supports
2020-10-02 15:43:39 +02:00
enricoturri1966
c63e03c367
1st installment of tech ENABLE_ENVIRONMENT_MAP
2020-05-28 15:27:29 +02:00
enricoturri1966
bac10311bc
Follow-up of c887ecfefa
-> Removed unneded assignements from shaders
2020-04-08 09:00:08 +02:00
enricoturri1966
c887ecfefa
Removed unneeded branching from shaders
2020-04-08 08:22:02 +02:00
enricoturri1966
0e2fba6d6f
Fixed bug in calculating the specular component of the color in shaders
2020-04-08 08:07:36 +02:00
Enrico Turri
f1ccd38258
Fixed shaders on Intel Cards - not allowed use of 'active' word
2020-03-31 12:51:50 +02:00
enricoturri1966
5378b18f18
ENABLE_SLOPE_RENDERING - Fixed fragment shader when the thresholds are identical
2020-03-16 08:35:13 +01:00
enricoturri1966
b36051af82
New tech ENABLE_SLOPE_RENDERING - 1st installment of rendering objects colored by facets slope
2020-03-13 15:09:07 +01:00
bubnikv
566bb7041a
Optimization of the OpenGL shaders for clipping with clipping planes.
2019-04-12 11:01:53 +02:00
Lukas Matena
9b7857aaab
SLA gizmo clipping plane logic moved to fragment shader
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This means the clipping now works again with both legacy and modern OpenGL
2019-04-08 10:31:16 +02:00
Enrico Turri
e6369fe548
SLA slices preview - wip 3
2018-11-27 14:50:57 +01:00
Enrico Turri
550f6e307f
Faster gizmos update
2018-06-21 08:37:04 +02:00
Enrico Turri
7cff6ef6db
Shaders loaded from files
2018-05-21 13:08:02 +02:00