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https://git.mirrors.martin98.com/https://github.com/Ultimaker/Cura
synced 2025-04-23 06:09:38 +08:00
fix old xray view
I don't understand why it only seems to work if I define u_color via [default] andd why it doesn't work when I set it inside the shader itself.
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@ -51,8 +51,9 @@ fragment =
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result = layer0 * layer0.a + result * (1.0 - layer0.a);
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float intersection_count = texture2D(u_layer2, v_uvs).r * 255.0;
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if(mod(intersection_count, 2.0) >= 1.0)
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float intersection_count = texture2D(u_layer2, v_uvs).r * 50; // 1 / .02
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float rest = mod(intersection_count, 2.0);
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if (rest > 0.5 && rest < 1.5)
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{
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vec2 scaling = textureSize(u_layer0, 0) / textureSize(u_xray_error, 0);
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * texture(u_xray_error, v_uvs * scaling);
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@ -126,8 +127,9 @@ fragment41core =
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result = layer0 * layer0.a + result * (1.0 - layer0.a);
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float intersection_count = texture(u_layer2, v_uvs).r * 255.0;
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if(mod(intersection_count, 2.0) >= 1.0)
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float intersection_count = texture(u_layer2, v_uvs).r * 50; // 1 / .02
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float rest = mod(intersection_count, 2.0);
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if (rest > 0.5 && rest < 1.5)
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{
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vec2 scaling = textureSize(u_layer0, 0) / textureSize(u_xray_error, 0);
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result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * texture(u_xray_error, v_uvs * scaling);
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@ -50,8 +50,9 @@ fragment =
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result = layer0 * layer0.a + result * (1.0 - layer0.a);
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float intersection_count = texture2D(u_layer2, v_uvs).r * 255.0;
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if(mod(intersection_count, 2.0) >= 1.0)
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float intersection_count = texture2D(u_layer2, v_uvs).r * 50; // 1 / .02
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float rest = mod(intersection_count, 2.0);
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if (rest > 0.5 && rest < 1.5)
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{
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result = u_error_color;
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}
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@ -121,8 +122,9 @@ fragment41core =
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result = layer0 * layer0.a + result * (1.0 - layer0.a);
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float intersection_count = texture(u_layer2, v_uvs).r * 255.0;
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if(mod(intersection_count, 2.0) >= 1.0)
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float intersection_count = texture(u_layer2, v_uvs).r * 50; // 1 / .02
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float rest = mod(intersection_count, 2.0);
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if (rest > 0.5 && rest < 1.5)
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{
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result = u_error_color;
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}
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@ -12,7 +12,7 @@ vertex =
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}
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fragment =
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const lowp vec4 u_color = vec4(1.0 / 255.0, 0.0, 0.0, 1.0);
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uniform vec4 u_color;
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void main()
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{
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@ -34,7 +34,8 @@ vertex41core =
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fragment41core =
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#version 410
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const lowp vec4 u_color = vec4(1.0 / 255.0, 0.0, 0.0, 1.0);
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uniform vec4 u_color;
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out vec4 frag_color;
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@ -44,6 +45,7 @@ fragment41core =
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}
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[defaults]
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u_color = [0.02, 0.02, 0.02, 1.0]
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[bindings]
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u_modelMatrix = model_matrix
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