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Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Shader: gouraud_light - Gizmo Simplify
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@ -740,10 +740,20 @@ void GLGizmoSimplify::on_render()
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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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#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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auto* gouraud_shader = wxGetApp().get_shader("gouraud_light_attr");
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#else
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auto *gouraud_shader = wxGetApp().get_shader("gouraud_light");
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auto *gouraud_shader = wxGetApp().get_shader("gouraud_light");
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glsafe(::glPushAttrib(GL_DEPTH_TEST));
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glsafe(::glPushAttrib(GL_DEPTH_TEST));
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glEnable(GL_DEPTH_TEST));
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gouraud_shader->start_using();
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gouraud_shader->start_using();
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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 view_model_matrix = camera.get_view_matrix() * trafo_matrix;
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gouraud_shader->set_uniform("view_model_matrix", view_model_matrix);
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gouraud_shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
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glmodel.render();
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glmodel.render();
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gouraud_shader->stop_using();
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gouraud_shader->stop_using();
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