|
@@ -40,11 +40,6 @@ fragment =
|
|
|
|
|
|
uniform lowp float u_renderError;
|
|
uniform lowp float u_renderError;
|
|
|
|
|
|
- float round(float f)
|
|
|
|
- {
|
|
|
|
- return sign(f) * floor(abs(f) + 0.5);
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
void main()
|
|
void main()
|
|
{
|
|
{
|
|
mediump vec4 finalColor = vec4(0.0);
|
|
mediump vec4 finalColor = vec4(0.0);
|
|
@@ -68,7 +63,7 @@ fragment =
|
|
|
|
|
|
finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
|
|
finalColor = (-normal.y > u_overhangAngle) ? u_overhangColor : finalColor;
|
|
|
|
|
|
- vec3 grid = vec3(f_vertex.x - floor(f_vertex.x - 0.5), f_vertex.y - floor(f_vertex.y - 0.5), f_vertex.z - floor(f_vertex.z - 0.5));
|
|
|
|
|
|
+ highp vec3 grid = vec3(f_vertex.x - floor(f_vertex.x - 0.5), f_vertex.y - floor(f_vertex.y - 0.5), f_vertex.z - floor(f_vertex.z - 0.5));
|
|
finalColor.a = (u_renderError > 0.5) && dot(grid, grid) < 0.245 ? 0.667 : 1.0;
|
|
finalColor.a = (u_renderError > 0.5) && dot(grid, grid) < 0.245 ? 0.667 : 1.0;
|
|
|
|
|
|
gl_FragColor = finalColor;
|
|
gl_FragColor = finalColor;
|