Fry3DX 0.4: an easy 3D modeller

Shapes with live settings, shape editing, knife and hole tools, drawing
shapes onto other objects, combining objects (add / subtract / overlap),
copies, thickness, painting with stickers and layers, a Layout tab, a
Print tab with checks, packed .fry files with autosave, export to GLB,
glTF, FBX, OBJ, 3MF, STL and PLY, folders in Layers, its own crash
screen, and a website for GitHub Pages in docs/.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NMSrd5oe1GpUD7E6d825KP
This commit is contained in:
Nexoniarz 2026-10-19 21:18:35 +02:00
commit f3e8eca87b
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#version 460
// The hierarchical Z-buffer's base: the scene's depth shrunk to a small grid, each texel the
// farthest depth under it. The CPU reads it back and builds the rest of the pyramid (see
// Renderer::occluded). Rows match the depth buffer's on both backends.
#define KEEL_POST // screen-space: render targets, sampled clamped
#include "backend.glsl"
PUSH_BLOCK {
uint depth; // texture slot of the scene's depth
uint srcW, srcH; // its size
uint dstW, dstH; // this grid's
} pc;
layout(location = 0) out vec4 o_depth;
void main() {
ivec2 o = ivec2(gl_FragCoord.xy);
vec2 scale = vec2(pc.srcW, pc.srcH) / vec2(pc.dstW, pc.dstH);
ivec2 lo = ivec2(floor(vec2(o) * scale));
ivec2 hi = min(ivec2(ceil(vec2(o + 1) * scale)), ivec2(pc.srcW, pc.srcH));
float far = 0.0;
for (int y = lo.y; y < hi.y; ++y)
for (int x = lo.x; x < hi.x; ++x) far = max(far, fetchTex(pc.depth, ivec2(x, y)).r);
o_depth = vec4(far);
}