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Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: mm_gouraud
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63
resources/shaders/mm_gouraud_attr.fs
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63
resources/shaders/mm_gouraud_attr.fs
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#version 110
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#define INTENSITY_CORRECTION 0.6
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// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
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const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
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#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
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#define LIGHT_TOP_SHININESS 20.0
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// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
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const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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#define INTENSITY_AMBIENT 0.3
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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const float EPSILON = 0.0001;
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uniform vec4 uniform_color;
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uniform bool volume_mirrored;
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uniform mat4 view_model_matrix;
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uniform mat3 normal_matrix;
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varying vec3 clipping_planes_dots;
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varying vec4 model_pos;
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void main()
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{
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if (any(lessThan(clipping_planes_dots, ZERO)))
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discard;
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vec3 color = uniform_color.rgb;
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float alpha = uniform_color.a;
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vec3 triangle_normal = normalize(cross(dFdx(model_pos.xyz), dFdy(model_pos.xyz)));
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#ifdef FLIP_TRIANGLE_NORMALS
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triangle_normal = -triangle_normal;
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#endif
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if (volume_mirrored)
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triangle_normal = -triangle_normal;
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// First transform the normal into camera space and normalize the result.
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vec3 eye_normal = normalize(normal_matrix * triangle_normal);
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// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
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// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
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float NdotL = max(dot(eye_normal, LIGHT_TOP_DIR), 0.0);
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// x = diffuse, y = specular;
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vec2 intensity = vec2(0.0);
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intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE;
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vec3 position = (view_model_matrix * model_pos).xyz;
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intensity.y = LIGHT_TOP_SPECULAR * pow(max(dot(-normalize(position), reflect(-LIGHT_TOP_DIR, eye_normal)), 0.0), LIGHT_TOP_SHININESS);
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// Perform the same lighting calculation for the 2nd light source (no specular applied).
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NdotL = max(dot(eye_normal, LIGHT_FRONT_DIR), 0.0);
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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}
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28
resources/shaders/mm_gouraud_attr.vs
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28
resources/shaders/mm_gouraud_attr.vs
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#version 110
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const vec3 ZERO = vec3(0.0, 0.0, 0.0);
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attribute vec3 v_position;
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform mat4 volume_world_matrix;
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// Clipping plane, x = min z, y = max z. Used by the FFF and SLA previews to clip with a top / bottom plane.
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uniform vec2 z_range;
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// Clipping plane - general orientation. Used by the SLA gizmo.
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uniform vec4 clipping_plane;
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varying vec3 clipping_planes_dots;
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varying vec4 model_pos;
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void main()
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{
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model_pos = vec4(v_position, 1.0);
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// Point in homogenous coordinates.
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vec4 world_pos = volume_world_matrix * model_pos;
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gl_Position = projection_matrix * view_model_matrix * model_pos;
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// Fill in the scalars for fragment shader clipping. Fragments with any of these components lower than zero are discarded.
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clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
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}
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@ -109,10 +109,17 @@ std::pair<bool, std::string> GLShadersManager::init()
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// Based on https://stackoverflow.com/a/66206648, the similar behavior was also spotted on some other devices with Arm CPU.
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// Based on https://stackoverflow.com/a/66206648, the similar behavior was also spotted on some other devices with Arm CPU.
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// Since macOS 12 (Monterey), this issue with the opposite direction on Apple's Arm CPU seems to be fixed, and computed
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// Since macOS 12 (Monterey), this issue with the opposite direction on Apple's Arm CPU seems to be fixed, and computed
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// triangle normals inside fragment shader have the right direction.
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// triangle normals inside fragment shader have the right direction.
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (platform_flavor() == PlatformFlavor::OSXOnArm && wxPlatformInfo::Get().GetOSMajorVersion() < 12)
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valid &= append_shader("mm_gouraud_attr", { "mm_gouraud_attr.vs", "mm_gouraud_attr.fs" }, { "FLIP_TRIANGLE_NORMALS"sv });
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else
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valid &= append_shader("mm_gouraud_attr", { "mm_gouraud_attr.vs", "mm_gouraud_attr.fs" });
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#else
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if (platform_flavor() == PlatformFlavor::OSXOnArm && wxPlatformInfo::Get().GetOSMajorVersion() < 12)
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if (platform_flavor() == PlatformFlavor::OSXOnArm && wxPlatformInfo::Get().GetOSMajorVersion() < 12)
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valid &= append_shader("mm_gouraud", {"mm_gouraud.vs", "mm_gouraud.fs"}, {"FLIP_TRIANGLE_NORMALS"sv});
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valid &= append_shader("mm_gouraud", {"mm_gouraud.vs", "mm_gouraud.fs"}, {"FLIP_TRIANGLE_NORMALS"sv});
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else
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else
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valid &= append_shader("mm_gouraud", {"mm_gouraud.vs", "mm_gouraud.fs"});
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valid &= append_shader("mm_gouraud", {"mm_gouraud.vs", "mm_gouraud.fs"});
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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return { valid, error };
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return { valid, error };
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}
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}
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@ -170,7 +170,11 @@ void GLGizmoMmuSegmentation::data_changed()
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void GLGizmoMmuSegmentation::render_triangles(const Selection &selection) const
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void GLGizmoMmuSegmentation::render_triangles(const Selection &selection) const
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{
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{
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ClippingPlaneDataWrapper clp_data = this->get_clipping_plane_data();
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ClippingPlaneDataWrapper clp_data = this->get_clipping_plane_data();
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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auto* shader = wxGetApp().get_shader("mm_gouraud_attr");
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#else
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auto *shader = wxGetApp().get_shader("mm_gouraud");
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auto *shader = wxGetApp().get_shader("mm_gouraud");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (!shader)
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if (!shader)
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return;
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return;
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shader->start_using();
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shader->start_using();
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@ -192,8 +196,16 @@ void GLGizmoMmuSegmentation::render_triangles(const Selection &selection) const
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if (is_left_handed)
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if (is_left_handed)
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glsafe(::glFrontFace(GL_CW));
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glsafe(::glFrontFace(GL_CW));
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d matrix = camera.get_view_matrix() * trafo_matrix;
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shader->set_uniform("view_model_matrix", matrix);
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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shader->set_uniform("normal_matrix", (Matrix3d)matrix.matrix().block(0, 0, 3, 3).inverse().transpose());
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#else
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glsafe(::glPushMatrix());
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glsafe(::glPushMatrix());
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glsafe(::glMultMatrixd(trafo_matrix.data()));
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glsafe(::glMultMatrixd(trafo_matrix.data()));
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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shader->set_uniform("volume_world_matrix", trafo_matrix);
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shader->set_uniform("volume_world_matrix", trafo_matrix);
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shader->set_uniform("volume_mirrored", is_left_handed);
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shader->set_uniform("volume_mirrored", is_left_handed);
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@ -203,7 +215,9 @@ void GLGizmoMmuSegmentation::render_triangles(const Selection &selection) const
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m_triangle_selectors[mesh_id]->render(m_imgui);
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m_triangle_selectors[mesh_id]->render(m_imgui);
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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#if !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPopMatrix());
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glsafe(::glPopMatrix());
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#endif // !ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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if (is_left_handed)
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if (is_left_handed)
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glsafe(::glFrontFace(GL_CCW));
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glsafe(::glFrontFace(GL_CCW));
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}
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}
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@ -584,7 +598,11 @@ void TriangleSelectorMmGui::render(ImGuiWrapper *imgui)
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auto *shader = wxGetApp().get_current_shader();
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auto *shader = wxGetApp().get_current_shader();
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if (!shader)
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if (!shader)
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return;
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return;
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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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assert(shader->get_name() == "mm_gouraud_attr");
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#else
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assert(shader->get_name() == "mm_gouraud");
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assert(shader->get_name() == "mm_gouraud");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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for (size_t color_idx = 0; color_idx < m_gizmo_scene.triangle_indices.size(); ++color_idx)
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for (size_t color_idx = 0; color_idx < m_gizmo_scene.triangle_indices.size(); ++color_idx)
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if (m_gizmo_scene.has_VBOs(color_idx)) {
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if (m_gizmo_scene.has_VBOs(color_idx)) {
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