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

16 lines
402 B
GLSL

#version 140
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform float offset;
in vec3 v_position;
void main()
{
// Add small epsilon to z to solve z-fighting between painted triangles and contour lines.
vec4 clip_position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
clip_position.z -= offset * abs(clip_position.w);
gl_Position = clip_position;
}