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Layers editing overlay rendering modified to use a texture drawn on a quad lying in a plane parallel to the camera viewport
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@@ -15,6 +15,7 @@ const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
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#define INTENSITY_AMBIENT 0.3
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uniform mat4 volume_world_matrix;
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uniform float object_max_z;
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// x = tainted, y = specular;
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varying vec2 intensity;
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@@ -42,6 +43,12 @@ void main()
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intensity.x += NdotL * LIGHT_FRONT_DIFFUSE;
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// Scaled to widths of the Z texture.
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object_z = (volume_world_matrix * gl_Vertex).z;
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if (object_max_z > 0.0)
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// when rendering the overlay
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object_z = object_max_z * gl_MultiTexCoord0.y;
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else
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// when rendering the volumes
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object_z = (volume_world_matrix * gl_Vertex).z;
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gl_Position = ftransform();
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}
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