PrusaSlicer-NonPlainar/resources/shaders
2021-09-08 13:04:43 +02:00
..
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 Techs ENABLE_SEAMS_USING_MODELS and ENABLE_SEAMS_USING_BATCHED_MODELS - Fixed seams (and other options) zs to match toolpaths zs in preview 2021-09-08 13:04:43 +02:00
gouraud_light.fs Grabbers and support points appearence tweaking, some refactoring 2021-05-28 16:44:13 +02:00
gouraud_light.vs
gouraud.fs OSX specific: Fixed darker colors of objects inside multi-material gizmo on macOS running on Arm64 CPU. 2021-08-02 14:59:03 +02:00
gouraud.vs Triangle normals and lighting are computed inside the fragment shader for the multi-material painting gizmo. 2021-07-13 11:23:36 +02:00
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
options_110.fs
options_110.vs
options_120.fs
options_120.vs
printbed.fs
printbed.vs Follow-up of 316d38807d -> Modified shader to work on (buggy) Intel graphics card 2021-08-24 11:23:33 +02:00
toolpaths_lines.fs
toolpaths_lines.vs
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