From 37171818842e48d4c5323a8f3e334dbb470a28b6 Mon Sep 17 00:00:00 2001 From: Remco Burema Date: Tue, 1 Sep 2020 14:40:43 +0200 Subject: [PATCH] Don't show overhang on first layer or below buildplate. --- resources/shaders/overhang.shader | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/resources/shaders/overhang.shader b/resources/shaders/overhang.shader index 5b2106ef63..3438c1b3ca 100644 --- a/resources/shaders/overhang.shader +++ b/resources/shaders/overhang.shader @@ -61,7 +61,7 @@ fragment = highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0); finalColor += pow(NdotR, u_shininess) * u_specularColor; - finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor; + finalColor = (f_vertex.y > 0.0001 && -normal.y > u_overhangAngle) ? u_overhangColor : finalColor; highp vec3 grid = vec3(f_vertex.x - floor(f_vertex.x - 0.5), f_vertex.y - floor(f_vertex.y - 0.5), f_vertex.z - floor(f_vertex.z - 0.5)); finalColor.a = (u_renderError > 0.5) && dot(grid, grid) < 0.245 ? 0.667 : 1.0; @@ -138,7 +138,7 @@ fragment41core = highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0); finalColor += pow(NdotR, u_shininess) * u_specularColor; - finalColor = (u_faceId != gl_PrimitiveID) ? ((-normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor; + finalColor = (u_faceId != gl_PrimitiveID) ? ((f_vertex.y > 0.0001 && -normal.y > u_overhangAngle) ? u_overhangColor : finalColor) : u_faceColor; frag_color = finalColor; if (f_vertex.y <= 0.0)