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https://github.com/OrcaSlicer/OrcaSlicer.git
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remove duplicated code
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@@ -19,8 +19,6 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
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#define LIGHT_FRONT_SPECULAR (0.20 * INTENSITY_CORRECTION)
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#define LIGHT_FRONT_SHININESS 28.0
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#define LIGHT_FRONT_SPECULAR (0.20 * INTENSITY_CORRECTION)
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#define LIGHT_FRONT_SHININESS 28.0
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#define INTENSITY_AMBIENT 0.22
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@@ -7930,11 +7930,11 @@ void GLCanvas3D::_render_cast_shadows_on_plate(const Transform3d& view_matrix, c
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const ColorRGBA shadow_fill_color(0.0f, 0.0f, 0.0f, 0.4f); // Darker shadow for visibility
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const ColorRGBA prev_bg_color = m_background.get_geometry().color;
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m_background.set_color(shadow_fill_color);
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shader->set_uniform("uniform_color", shadow_fill_color);
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m_background.render(shader);
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m_background.set_color(prev_bg_color);
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shader->set_uniform("uniform_color", prev_bg_color);
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m_background.set_color(shadow_fill_color);
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shader->set_uniform("uniform_color", shadow_fill_color);
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m_background.render(shader);
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m_background.set_color(prev_bg_color);
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shader->set_uniform("uniform_color", prev_bg_color);
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shader->stop_using();
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