PrusaSlicer-NonPlainar/resources/shaders
2021-10-19 11:27:11 +02:00
..
gouraud_light_instanced.fs ENABLE_SEAMS_USING_INSTANCED_MODELS -> WIP: Render models using glDrawElementsInstanced 2021-08-26 12:37:55 +02:00
gouraud_light_instanced.vs Follow-up of 9abebe5fbe - Modified shader gouraud_light_instanced.vs to be more Intel's cards friendly 2021-09-15 12:32:43 +02:00
gouraud_light.fs Grabbers and support points appearence tweaking, some refactoring 2021-05-28 16:44:13 +02:00
gouraud_light.vs GCodeViewer -> Prototype for tool marker 2020-05-11 13:09:26 +02:00
gouraud_mod.fs Fixed conflicts after merge with master and ported changes into gouraud shaders to gouraud_mod shaders 2021-10-19 11:27:11 +02:00
gouraud_mod.vs Fixed conflicts after merge with master and ported changes into gouraud shaders to gouraud_mod shaders 2021-10-19 11:27:11 +02:00
gouraud.fs Fixed z-fighting between contour around the area selected by smart fill and painted triangles inside the FDM support painting gizmo. 2021-10-18 11:35:13 +02:00
gouraud.vs Follow-up of 6194e67e68 - Separated the part that computed triangles normals and lighting inside the fragment shader into a separate shader mm_gouraud, which is only used for the multi-material painting gizmo. 2021-10-18 11:35:13 +02:00
mm_contour.fs Fixed the issue that an object disappeared in a multi-material painting gizmo when the object was almost completely sunk under the bed. 2021-08-26 12:08:21 +02:00
mm_contour.vs Reworked visualization of selected triangles by seed fill and bucket fill inside the multi-material painting gizmo. Now is drawn boundary around a selected area, and also all triangles inside the selected area are drawn with a darker color. 2021-08-10 21:38:48 +02:00
mm_gouraud.fs Follow-up of 6194e67e68 - Separated the part that computed triangles normals and lighting inside the fragment shader into a separate shader mm_gouraud, which is only used for the multi-material painting gizmo. 2021-10-18 11:35:13 +02:00
mm_gouraud.vs Follow-up of 6194e67e68 - Separated the part that computed triangles normals and lighting inside the fragment shader into a separate shader mm_gouraud, which is only used for the multi-material painting gizmo. 2021-10-18 11:35:13 +02:00
options_110.fs GCodeViewer -> 1st iteration of rendering of extrude toolpaths as solid 2020-08-26 15:29:33 +02:00
options_110.vs Fixed screen-size for point markers used to visualize retraction/unretractions and other options in preview 2020-11-16 10:29:54 +01:00
options_120.fs Code cleanup 2020-08-27 09:13:30 +02:00
options_120.vs Fixed screen-size for point markers used to visualize retraction/unretractions and other options in preview 2020-11-16 10:29:54 +01:00
printbed.fs Render custom bed textures in png format on prusa beds 2019-07-19 09:18:09 +02:00
printbed.vs Follow-up of 316d38807d -> Modified shader to work on (buggy) Intel graphics card 2021-08-24 11:23:33 +02:00
toolpaths_lines.fs Code cleanup 2020-08-27 09:13:30 +02:00
toolpaths_lines.vs Code cleanup 2020-08-27 09:13:30 +02:00
variable_layer_height.fs Tech ENABLE_ALLOW_NEGATIVE_Z-> Layers height editing related fixes 2021-05-03 14:28:55 +02:00
variable_layer_height.vs Follow-up of c887ecfefa -> Removed unneded assignements from shaders 2020-04-08 09:00:08 +02:00