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juli/OrcaSlicer
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cf17d164811297e99edae613db87cb2b3ffdda4b
OrcaSlicer/resources/shaders
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Lukáš Hejl 6194e67e68 Triangle normals and lighting are computed inside the fragment shader for the multi-material painting gizmo.
It results in a six-fold reduction of the amount of data transferred into GPU because there is no need to duplicate vertices for every triangle. Also, normals aren't needed to be transferred to GPU.
2021-07-13 11:23:36 +02:00
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gouraud_light.fs
Grabbers and support points appearence tweaking, some refactoring
2021-05-28 16:44:13 +02:00
gouraud_light.vs
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gouraud.fs
Triangle normals and lighting are computed inside the fragment shader for the multi-material painting gizmo.
2021-07-13 11:23:36 +02:00
gouraud.vs
Triangle normals and lighting are computed inside the fragment shader for the multi-material painting gizmo.
2021-07-13 11:23:36 +02:00
options_110.fs
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options_110.vs
Fixed screen-size for point markers used to visualize retraction/unretractions and other options in preview
2020-11-16 10:29:54 +01:00
options_120.fs
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options_120.vs
Fixed screen-size for point markers used to visualize retraction/unretractions and other options in preview
2020-11-16 10:29:54 +01:00
printbed.fs
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printbed.vs
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toolpaths_lines.fs
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toolpaths_lines.vs
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variable_layer_height.fs
Tech ENABLE_ALLOW_NEGATIVE_Z-> Layers height editing related fixes
2021-05-03 14:28:55 +02:00
variable_layer_height.vs
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