revert changes to shader_spheres.vert

removing unused function
This commit is contained in:
Sven Oesau 2025-08-08 12:01:12 +02:00
parent 84ece78f82
commit 90f6b74bf4
3 changed files with 3 additions and 9 deletions

View File

@ -327,11 +327,6 @@ QMenu* Scene_spheres_item::contextMenu() {
return menu; return menu;
} }
float Scene_spheres_item::alpha() const
{
return Scene_item_rendering_helper::alpha();
}
QString QString
Scene_spheres_item::toolTip() const { Scene_spheres_item::toolTip() const {
return d->tooltip; return d->tooltip;

View File

@ -60,7 +60,6 @@ public:
bool save(const std::string &file_name) const; bool save(const std::string &file_name) const;
QMenu *contextMenu() override; QMenu *contextMenu() override;
float alpha() const override;
void initializeBuffers(Viewer_interface *) const override; void initializeBuffers(Viewer_interface *) const override;
void computeElements() const override; void computeElements() const override;

View File

@ -1,7 +1,7 @@
#version 150 #version 150
in vec4 vertex; in vec4 vertex;
in vec3 normals; in vec3 normals;
in vec4 colors; in vec3 colors;
in vec3 center; in vec3 center;
in float radius; in float radius;
uniform mat4 mvp_matrix; uniform mat4 mvp_matrix;
@ -19,7 +19,7 @@ void main(void)
gl_PointSize = point_size; gl_PointSize = point_size;
for(int i=0; i<6; ++i) for(int i=0; i<6; ++i)
dist[i] = 1.0; dist[i] = 1.0;
color = colors; color = vec4(colors, 1.0);
vec4 transformed_vertex = vec4 transformed_vertex =
vec4(radius*vertex.x + center.x, radius* vertex.y + center.y, radius*vertex.z + center.z, 1.0); vec4(radius*vertex.x + center.x, radius* vertex.y + center.y, radius*vertex.z + center.z, 1.0);
fP = mv_matrix * transformed_vertex; fP = mv_matrix * transformed_vertex;
@ -27,6 +27,6 @@ void main(void)
norm_matrix_3[0] = norm_matrix[0].xyz; norm_matrix_3[0] = norm_matrix[0].xyz;
norm_matrix_3[1] = norm_matrix[1].xyz; norm_matrix_3[1] = norm_matrix[1].xyz;
norm_matrix_3[2] = norm_matrix[2].xyz; norm_matrix_3[2] = norm_matrix[2].xyz;
fN = norm_matrix_3 * normals; fN = norm_matrix_3* normals;
gl_Position = mvp_matrix * f_matrix * transformed_vertex; gl_Position = mvp_matrix * f_matrix * transformed_vertex;
} }