PrusaSlicer-NonPlainar/resources/shaders/ES/wireframe.vs
2022-07-21 10:18:18 +02:00

20 lines
463 B
GLSL

#version 100
uniform mat4 view_model_matrix;
uniform mat4 projection_matrix;
uniform float offset;
attribute vec3 v_position;
attribute vec3 v_normal;
attribute vec3 v_extra;
varying vec3 barycentric;
void main()
{
barycentric = v_extra;
// Add small epsilon to z to solve z-fighting
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;
}