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https://github.com/OrcaSlicer/OrcaSlicer.git
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Rename reserved GLSL word on AMD GPU
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@@ -40,7 +40,7 @@ varying vec3 clipping_planes_dots;
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varying vec4 model_pos;
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varying vec4 world_pos;
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varying float weight;
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varying float active;
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varying float island_active;
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varying vec2 vertex_uv;
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void projection_axes(vec3 n, out vec3 t, out vec3 b)
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@@ -81,7 +81,7 @@ void main()
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// Mikkelsen surface-gradient bump; see the 140 variant for the full rationale. Scale-exact
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// for a conformal LSCM map (no global 1/tiling assumption), and gated by the paint weight
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// via a multiply so the branch stays uniform (use_vertex_uv is a uniform).
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vec2 uv = (active > 0.5)
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vec2 uv = (island_active > 0.5)
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? vec2(dot(island_delta_lin.xy, vertex_uv), dot(island_delta_lin.zw, vertex_uv)) + island_delta_tr
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: vertex_uv;
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float h = texture2D(height_tex, uv).r;
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@@ -17,7 +17,7 @@ varying vec3 clipping_planes_dots;
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varying vec4 model_pos;
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varying vec4 world_pos;
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varying float weight;
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varying float active;
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varying float island_active;
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varying vec2 vertex_uv;
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void main()
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@@ -28,7 +28,7 @@ void main()
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gl_Position = projection_matrix * view_model_matrix * model_pos;
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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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weight = v_normal.x;
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active = v_normal.y;
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vertex_uv = v_tex_coord;
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weight = v_normal.x;
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island_active = v_normal.y;
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vertex_uv = v_tex_coord;
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}
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