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@@ -3,10 +3,8 @@ vertex =
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#version 410
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uniform highp mat4 u_modelMatrix;
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uniform highp mat4 u_viewProjectionMatrix;
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- //uniform highp mat4 u_modelViewProjectionMatrix;
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uniform lowp float u_active_extruder;
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uniform lowp int u_layer_view_type;
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- uniform lowp int u_only_color_active_extruder;
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uniform lowp vec4 u_extruder_opacity; // currently only for max 4 extruders, others always visible
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uniform highp mat4 u_normalMatrix;
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@@ -20,11 +18,9 @@ vertex =
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attribute highp int a_line_type;
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varying lowp vec4 v_color;
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- //varying lowp vec4 v_material_color;
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varying highp vec3 v_vertex;
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varying highp vec3 v_normal;
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- //varying lowp vec2 v_uvs;
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varying lowp vec2 v_line_dim;
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varying highp int v_extruder;
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varying highp vec4 v_extruder_opacity;
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@@ -52,9 +48,6 @@ vertex =
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v_color = a_color;
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break;
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}
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- if ((u_only_color_active_extruder == 1) && (a_line_type != 8) && (a_line_type != 9)) {
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- v_color = (a_extruder == u_active_extruder) ? v_color : vec4(0.4, 0.4, 0.4, v_color.a);
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- }
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v_vertex = world_space_vert.xyz;
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v_normal = (u_normalMatrix * normalize(a_normal)).xyz;
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@@ -323,7 +316,6 @@ fragment =
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[defaults]
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u_active_extruder = 0.0
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u_layer_view_type = 0
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-u_only_color_active_extruder = 1
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u_extruder_opacity = [1.0, 1.0, 1.0, 1.0]
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u_specularColor = [0.4, 0.4, 0.4, 1.0]
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