14bfc30ec4
Triangle normals and lighting are computed inside the fragment shader for the multi-material painting gizmo.
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It results in a six-fold reduction of the amount of data transferred into GPU because there is no need to duplicate vertices for every triangle. Also, normals aren't needed to be transferred to GPU.
2021-07-13 11:23:36 +02:00
2d03e241cf
Tech ENABLE_ALLOW_NEGATIVE_Z -> Shading of sinking instances
2021-04-22 13:18:36 +02:00
9d3ca1ca4f
ENABLE_SLOPE_RENDERING set as default
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Slope rendering active only when using Gizmo FDM supports
2020-10-02 15:43:39 +02:00
e765cebcdd
1st installment of tech ENABLE_ENVIRONMENT_MAP
2020-05-28 15:27:29 +02:00
b46fdc67c9
Follow-up of c887ecfefa -> Removed unneded assignements from shaders
2020-04-08 09:00:08 +02:00
35c01d0a5e
Removed unneeded branching from shaders
2020-04-08 08:22:02 +02:00
2d6a2accb3
Fixed bug in calculating the specular component of the color in shaders
2020-04-08 08:07:36 +02:00
d0a100971f
Fixed shaders on Intel Cards - not allowed use of 'active' word
2020-03-31 12:51:50 +02:00
2c90f5c174
ENABLE_SLOPE_RENDERING - Fixed fragment shader when the thresholds are identical
2020-03-16 08:35:13 +01:00
0647e9c850
New tech ENABLE_SLOPE_RENDERING - 1st installment of rendering objects colored by facets slope
2020-03-13 15:09:07 +01:00
77d1851ace
Optimization of the OpenGL shaders for clipping with clipping planes.
2019-04-12 11:01:53 +02:00
6bd7749192
SLA gizmo clipping plane logic moved to fragment shader
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This means the clipping now works again with both legacy and modern OpenGL
2019-04-08 10:31:16 +02:00
4ddce6a2e5
SLA slices preview - wip 3
2018-11-27 14:50:57 +01:00
8881f43162
Faster gizmos update
2018-06-21 08:37:04 +02:00
ea62cb6880
Shaders loaded from files
2018-05-21 13:08:02 +02:00