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Shader: More use builtin rather than adhoc mix.
part of CURA-7262
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e23b9a94fa
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@ -50,7 +50,7 @@ fragment =
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vec4 result = u_background_color;
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vec4 result = u_background_color;
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vec4 layer0 = texture2D(u_layer0, v_uvs);
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vec4 layer0 = texture2D(u_layer0, v_uvs);
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result = layer0 * layer0.a + result * (1.0 - layer0.a);
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result = mix(result, layer0, layer0.a);
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float intersection_count = texture2D(u_layer2, v_uvs).r * 51.0; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float intersection_count = texture2D(u_layer2, v_uvs).r * 51.0; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float rest = mod(intersection_count + .01, 2.0);
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float rest = mod(intersection_count + .01, 2.0);
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@ -126,7 +126,7 @@ fragment41core =
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vec4 result = u_background_color;
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vec4 result = u_background_color;
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vec4 layer0 = texture(u_layer0, v_uvs);
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vec4 layer0 = texture(u_layer0, v_uvs);
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result = layer0 * layer0.a + result * (1.0 - layer0.a);
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result = mix(result, layer0, layer0.a);
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float intersection_count = texture(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float intersection_count = texture(u_layer2, v_uvs).r * 51; // (1 / .02) + 1 (+1 magically fixes issues with high intersection count models)
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float rest = mod(intersection_count + .01, 2.0);
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float rest = mod(intersection_count + .01, 2.0);
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