PrusaSlicer-NonPlainar/resources/shaders
2022-04-07 08:22:33 +02:00
..
110 Removed assignment to gl_FragDepth into gouraud.fs shader. Replaced with small offset of triangles along their normal. 2022-04-07 08:22:33 +02:00
140 Removed assignment to gl_FragDepth into gouraud.fs shader. Replaced with small offset of triangles along their normal. 2022-04-07 08:22:33 +02:00
background.fs Tech ENABLE_GLBEGIN_GLEND_REMOVAL - Background rendering 2022-01-28 11:30:04 +01:00
background.vs Tech ENABLE_GLBEGIN_GLEND_REMOVAL - Background rendering 2022-01-28 11:30:04 +01:00
flat_texture.fs Tech ENABLE_GLBEGIN_GLEND_REMOVAL - Textures rendering 2022-01-28 16:50:07 +01:00
flat_texture.vs Tech ENABLE_GLBEGIN_GLEND_REMOVAL - Textures rendering 2022-01-28 16:50:07 +01:00
flat.fs Tech ENABLE_GLBEGIN_GLEND_REMOVAL - 1st installment - Selection bounding box 2022-01-18 10:42:46 +01:00
flat.vs Tech ENABLE_GLBEGIN_GLEND_REMOVAL - 1st installment - Selection bounding box 2022-01-18 10:42:46 +01:00
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.fs Removed assignment to gl_FragDepth into gouraud.fs shader. Replaced with small offset of triangles along their normal. 2022-04-07 08:22:33 +02:00
gouraud.vs Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders. 2022-03-07 15:31:23 +01:00
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 Fixed darker colors of objects inside multi-material gizmo when objects are mirrored. 2021-10-25 08:41:41 +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
printbed.fs Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders. 2022-03-04 14:10:41 +01:00
printbed.vs Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders. 2022-03-04 14:10:41 +01:00
toolpaths_cog.fs Tech ENABLE_SHOW_TOOLPATHS_COG - Show toolpaths center of gravity 2022-02-08 12:57:56 +01:00
toolpaths_cog.vs Tech ENABLE_SHOW_TOOLPATHS_COG - Show toolpaths center of gravity 2022-02-08 12:57:56 +01:00
toolpaths_lines.fs Code cleanup 2020-08-27 09:13:30 +02:00
toolpaths_lines.vs #7461 - Use three floats for defining vertex normal to render travel toolpaths. This fixes a crash on NVIDIA Quadro graphics cards when turning on travel moves visibility in preview. 2021-12-14 13:53:37 +01:00
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