mirror of
https://github.com/OrcaSlicer/OrcaSlicer.git
synced 2026-09-28 11:21:30 +00:00
Add X-Ray view mode to 3D viewport (#15770)
This commit is contained in:
@@ -0,0 +1,31 @@
|
||||
#version 140
|
||||
|
||||
uniform mat4 view_model_matrix;
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat3 view_normal_matrix;
|
||||
uniform mat4 volume_world_matrix;
|
||||
|
||||
// Clipping, as in gouraud.vs: the preview's top / bottom plane and the SLA gizmo's free one.
|
||||
uniform vec2 z_range;
|
||||
uniform vec4 clipping_plane;
|
||||
|
||||
in vec3 v_position;
|
||||
in vec3 v_normal;
|
||||
|
||||
out vec3 eye_normal;
|
||||
out vec3 eye_position;
|
||||
out vec3 clipping_planes_dots;
|
||||
|
||||
void main()
|
||||
{
|
||||
eye_normal = view_normal_matrix * v_normal;
|
||||
|
||||
vec4 position = view_model_matrix * vec4(v_position, 1.0);
|
||||
eye_position = position.xyz;
|
||||
|
||||
// A component below zero means the fragment is clipped away.
|
||||
vec4 world_pos = volume_world_matrix * vec4(v_position, 1.0);
|
||||
clipping_planes_dots = vec3(dot(world_pos, clipping_plane), world_pos.z - z_range.x, z_range.y - world_pos.z);
|
||||
|
||||
gl_Position = projection_matrix * position;
|
||||
}
|
||||
Reference in New Issue
Block a user