mirror of
https://github.com/OrcaSlicer/OrcaSlicer.git
synced 2026-09-27 19:01:02 +00:00
Rename the fast preview to the shaded preview
Its shader files, the name they are registered under, its members and the panel text now match what it does: shading only, no geometry.
This commit is contained in:
+2
-2
@@ -1,6 +1,6 @@
|
||||
#version 110
|
||||
|
||||
// See resources/shaders/140/texture_displacement_bump.fs for full documentation; this is the
|
||||
// See resources/shaders/140/texture_displacement_shaded.fs for full documentation; this is the
|
||||
// GLSL 1.10 compatibility variant (same logic, older syntax).
|
||||
|
||||
#define INTENSITY_CORRECTION 0.6
|
||||
@@ -309,7 +309,7 @@ void main()
|
||||
bool have_uv = false;
|
||||
|
||||
if (use_vertex_uv) {
|
||||
// Mikkelsen surface-gradient bump; see the 140 variant for the full rationale. Scale-exact
|
||||
// Mikkelsen surface-gradient normal perturbation; see the 140 variant for the full rationale. Scale-exact
|
||||
// for a conformal LSCM map (no global 1/tiling assumption), and gated by the paint weight
|
||||
// via a multiply so the branch stays uniform (use_vertex_uv is a uniform).
|
||||
vec2 uv = (island_active > 0.5)
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
#version 110
|
||||
|
||||
// See resources/shaders/140/texture_displacement_bump.vs for full documentation; this is the
|
||||
// See resources/shaders/140/texture_displacement_shaded.vs for full documentation; this is the
|
||||
// GLSL 1.10 compatibility variant.
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
@@ -22,7 +22,7 @@ uniform vec2 uv_offset;
|
||||
uniform bool use_vertex_uv;
|
||||
// The in-shader projection (0 Triplanar, 1 Cylindrical, 2 Spherical) and the painted patch's frame the
|
||||
// wrapping ones wrap around, in the texture frame - the same uniforms, and the same formulas, as
|
||||
// texture_displacement_bump.fs, so the checker reports the projection the bake will actually use.
|
||||
// texture_displacement_shaded.fs, so the checker reports the projection the bake will actually use.
|
||||
uniform int projection_mode;
|
||||
uniform vec3 patch_center;
|
||||
uniform vec3 patch_axis;
|
||||
@@ -91,7 +91,7 @@ void main()
|
||||
if (any(lessThan(clipping_planes_dots, ZERO)))
|
||||
discard;
|
||||
|
||||
// World space anchored at the volume's origin, like the bake and the bump preview.
|
||||
// World space anchored at the volume's origin, like the bake and the shaded preview.
|
||||
vec3 triangle_normal = normalize(cross(dFdx(world_pos.xyz), dFdy(world_pos.xyz)));
|
||||
vec3 tex_pos = world_pos.xyz - tex_anchor;
|
||||
if (volume_mirrored)
|
||||
|
||||
Reference in New Issue
Block a user