mirror of
https://git.mirrors.martin98.com/https://github.com/prusa3d/PrusaSlicer.git
synced 2025-08-12 02:29:04 +08:00
Follow-up of 9abebe5fbe6950d809b51926af8772317fe2657f - Modified shader gouraud_light_instanced.vs to be more Intel's cards friendly
This commit is contained in:
parent
08487835a9
commit
554aa70edc
@ -34,9 +34,7 @@ void main()
|
|||||||
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
|
float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
|
||||||
|
|
||||||
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
|
||||||
float width = 1.5 * i_scales.x;
|
vec4 world_position = vec4(v_position * vec3(vec2(1.5 * i_scales.x), 1.5 * i_scales.y) + i_offset - vec3(0.0, 0.0, 0.5 * i_scales.y), 1.0);
|
||||||
float height = 1.5 * i_scales.y;
|
|
||||||
vec4 world_position = vec4(v_position * vec3(vec2(width), height) + i_offset - vec3(0.0, 0.0, 0.5 * i_scales.y), 1.0);
|
|
||||||
vec3 eye_position = (gl_ModelViewMatrix * world_position).xyz;
|
vec3 eye_position = (gl_ModelViewMatrix * world_position).xyz;
|
||||||
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
|
intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(eye_position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user