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@@ -16,7 +16,7 @@ struct SlopeDetection
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uniform vec4 uniform_color;
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uniform SlopeDetection slope;
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-#if ENABLE_ENVIRONMENT_MAP
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+#ifdef ENABLE_ENVIRONMENT_MAP
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uniform sampler2D environment_tex;
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uniform bool use_environment_tex;
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#endif // ENABLE_ENVIRONMENT_MAP
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@@ -44,7 +44,7 @@ void main()
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vec3 color = slope.actived ? slope_color() : uniform_color.rgb;
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// if the fragment is outside the print volume -> use darker color
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color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
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-#if ENABLE_ENVIRONMENT_MAP
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+#ifdef ENABLE_ENVIRONMENT_MAP
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if (use_environment_tex)
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gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, uniform_color.a);
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else
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