PrusaSlicer-NonPlainar/resources/shaders/customs.vs

18 lines
455 B
GLSL

#version 110
varying vec3 eye_position;
varying vec3 eye_normal;
//// world z component of the normal used to darken the lower side of the toolpaths
//varying float world_normal_z;
void main()
{
eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
// eye_normal = gl_NormalMatrix * gl_Normal;
// world_normal_z = gl_Normal.z;
gl_Position = ftransform();
gl_PointSize = 10.0;
}