Commit Graph

15 Commits

Author SHA1 Message Date
14bfc30ec4 Triangle normals and lighting are computed inside the fragment shader for the multi-material painting gizmo.
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
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
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