PrusaSlicer-NonPlainar/resources/shaders/picking.fs

14 lines
207 B
GLSL

#version 110
uniform vec4 uniform_color;
uniform bool viewed_from_top;
varying float world_pos_z;
void main()
{
if (viewed_from_top && world_pos_z < 0.0)
discard;
gl_FragColor = uniform_color;
}