const vec3 ZERO = vec3(0.0, 0.0, 0.0); pv_check_min = world_pos.xyz - vec3(full_print_volume.x, full_print_volume.y, print_volume.z_data.x); pv_check_max = world_pos ...
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); #define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) #define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION) #define ...