PrusaSlicer-NonPlainar/resources/shaders/140/mm_contour.fs

14 lines
351 B
GLSL

#version 140
const float EPSILON = 0.0001;
uniform vec4 uniform_color;
void main()
{
gl_FragColor = uniform_color;
// Values inside depth buffer for fragments of the contour of a selected area are offset
// by small epsilon to solve z-fighting between painted triangles and contour lines.
gl_FragDepth = gl_FragCoord.z - EPSILON;
}