PrusaSlicer-NonPlainar/resources/shaders/options_120_solid.vs
2020-05-27 16:19:40 +02:00

15 lines
276 B
GLSL

#version 120
uniform float zoom;
// x = min, y = max
uniform vec2 point_sizes;
varying vec3 eye_center;
void main()
{
gl_PointSize = clamp(zoom, point_sizes.x, point_sizes.y);
eye_center = (gl_ModelViewMatrix * gl_Vertex).xyz;
gl_Position = ftransform();
}