.. |
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
|
gouraud.fs shader - removed unused code
|
2021-12-01 12:37:39 +01:00 |
gouraud.vs
|
Removed obsolete gouraud shader files
|
2021-11-16 12:56:08 +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 |
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
|
Tech ENABLE_GLBEGIN_GLEND_REMOVAL - Removed Slic3r::GUI::GeometryBuffer from 3DBed.hpp and replaced with GLModel
|
2022-02-07 10:24:24 +01:00 |
printbed.vs
|
Tech ENABLE_GLBEGIN_GLEND_REMOVAL - Removed Slic3r::GUI::GeometryBuffer from 3DBed.hpp and replaced with GLModel
|
2022-02-07 10:24:24 +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 |