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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
16 lines
541 B
GLSL
16 lines
541 B
GLSL
#ifndef KEEL_BACKEND_GLSL
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#define KEEL_BACKEND_GLSL
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// What every shader includes: textures and the push block, for the backend being built.
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// Vulkan: bindless descriptor array + push constants. OpenGL 4.6: ARB_bindless_texture handles
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// in storage buffers + a uniform block. Shader code only uses the names defined here.
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#ifdef KEEL_GL
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#include "backend_gl.glsl"
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#else
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#include "backend_vk.glsl"
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#endif
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float sunLight(vec3 n) {
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const vec3 sun = normalize(vec3(0.4, 0.3, 0.85));
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return 0.3 + 0.9 * max(dot(n, sun), 0.0);
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}
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#endif
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