1. remove wireframe in 3d view, only keep in paint; 2. pass barycentric_coordinates from outside 3. add shortcut hints Change-Id: I911e5cdf3475926d9527dc0839fdce072ed54746 (cherry picked from commit 6e16d0ccfb71741e55daabd757be9f9e7613e695)
43 lines
1.4 KiB
GLSL
43 lines
1.4 KiB
GLSL
#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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attribute vec3 v_barycentric;
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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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varying vec3 barycentric_coordinates;
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struct SlopeDetection
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{
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bool actived;
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float normal_z;
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mat3 volume_world_normal_matrix;
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};
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uniform SlopeDetection slope;
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void main()
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{
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//model_pos = gl_Vertex;
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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 * gl_Vertex;
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vec4 world_pos = volume_world_matrix * model_pos;
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//gl_Position = ftransform();
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gl_Position = gl_ModelViewProjectionMatrix * vec4(v_position.x, v_position.y, v_position.z, 1.0);
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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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//compute the Barycentric Coordinates
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//int vertexMod3 = gl_VertexID % 3;
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//barycentric_coordinates = vec3(float(vertexMod3 == 0), float(vertexMod3 == 1), float(vertexMod3 == 2));
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barycentric_coordinates = v_barycentric;
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}
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