mirror of
https://github.com/OrcaSlicer/OrcaSlicer.git
synced 2026-06-04 19:12:42 +00:00
Fixed shaders on Intel Cards - not allowed use of 'active' word
This commit is contained in:
@@ -20,7 +20,7 @@ const vec3 ZERO = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
struct PrintBoxDetection
|
||||
{
|
||||
bool active;
|
||||
bool actived;
|
||||
vec3 min;
|
||||
vec3 max;
|
||||
mat4 volume_world_matrix;
|
||||
@@ -28,7 +28,7 @@ struct PrintBoxDetection
|
||||
|
||||
struct SlopeDetection
|
||||
{
|
||||
bool active;
|
||||
bool actived;
|
||||
// x = yellow, y = red
|
||||
vec2 z_range;
|
||||
mat3 volume_world_normal_matrix;
|
||||
@@ -72,7 +72,7 @@ void main()
|
||||
intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
|
||||
|
||||
// compute deltas for out of print volume detection (world coordinates)
|
||||
if (print_box.active)
|
||||
if (print_box.actived)
|
||||
{
|
||||
vec3 v = (print_box.volume_world_matrix * gl_Vertex).xyz;
|
||||
delta_box_min = v - print_box.min;
|
||||
@@ -85,7 +85,7 @@ void main()
|
||||
}
|
||||
|
||||
// z component of normal vector in world coordinate used for slope shading
|
||||
world_normal_z = slope.active ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
|
||||
world_normal_z = slope.actived ? (normalize(slope.volume_world_normal_matrix * gl_Normal)).z : 0.0;
|
||||
|
||||
gl_Position = ftransform();
|
||||
// Point in homogenous coordinates.
|
||||
|
||||
Reference in New Issue
Block a user