// Last edited on 2024-09-19 12:14:59 by stolfi #include "js_texture_macros.inc" // Vert+Edge textures for original edges: #declare slicing_clr_skel_orig = < 0.100, 0.100, 0.100 >; #declare slicing_tx_skel_orig = texture_matte( slicing_clr_skel_orig ) // Vert+Edge textures for subdivision edges: #declare slicing_clr_skel_part = < 0.050, 0.400, 0.800 >; #declare slicing_tx_skel_part = texture_matte( slicing_clr_skel_part ) // Texture for edge-plane intersections: #declare slicing_clr_cuts = < 1.000, 0.000, 0.300 >; #declare slicing_tx_cuts = texture_matte_ambient( slicing_clr_cuts, 0.600 ) // Texture for faces: #declare slicing_clr_face = < 1.000, 1.000, 0.950 >; #declare slicing_tx_face_trans = texture_matte_trans( slicing_clr_face, 0.400, 0.500 ) #declare slicing_tx_face_opaque = texture_matte_trans( slicing_clr_face, 0.400, 0.000 ) // Texture for slicing plane: #declare slicing_clr_spla = < 0.900, 0.950, 1.000 >; #declare slicing_tx_spla = texture_cutter( slicing_clr_spla, 0.700, 0.600, 0.100 ) // Texture for slicing plane edges: #declare slicing_clr_spla_edge = < 0.350, 0.450, 0.500 >; #declare slicing_tx_spla_edge = texture_cutter( slicing_clr_spla_edge, 0.100, 0.100, 0.150 ) // Texture for invisible objects: #declare slicing_tx_invisible = texture_invisible() // #declare slicing_tx_invisible = texture_lamp( < 1.000, 0.700, 0.000 > ) // Texture for debugging objects: #declare slicing_clr_debug = < 1.000, 0.150, 0.000 >; #declare slicing_tx_debug = texture_lamp( slicing_clr_debug )