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#7461 - Use three floats for defining vertex normal to render travel toolpaths. This fixes a crash on NVIDIA Quadro graphics cards when turning on travel moves visibility in preview.
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@@ -2,18 +2,8 @@
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varying vec3 eye_normal;
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vec3 world_normal()
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{
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// the world normal is always parallel to the world XY plane
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// the x component is stored into gl_Vertex.w
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float x = gl_Vertex.w;
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float y = sqrt(1.0 - x * x);
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return vec3(x, y, 0.0);
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}
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void main()
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{
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vec4 world_position = vec4(gl_Vertex.xyz, 1.0);
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gl_Position = gl_ModelViewProjectionMatrix * world_position;
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eye_normal = gl_NormalMatrix * world_normal();
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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eye_normal = gl_NormalMatrix * gl_Normal;
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}
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