bad51cdb52
For Apple's on Arm CPU computed triangle normals inside fragment shader using dFdx and dFdy has the opposite direction. Because of this, objects had darker colors inside the multi-material gizmo. Based on https://stackoverflow.com/a/66206648, the similar behavior was also spotted on some other devices with Arm CPU. |
||
---|---|---|
.. | ||
gouraud_light.fs | ||
gouraud_light.vs | ||
gouraud.fs | ||
gouraud.vs | ||
options_110.fs | ||
options_110.vs | ||
options_120.fs | ||
options_120.vs | ||
printbed.fs | ||
printbed.vs | ||
toolpaths_lines.fs | ||
toolpaths_lines.vs | ||
variable_layer_height.fs | ||
variable_layer_height.vs |