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author | Clément Foucault <foucault.clem@gmail.com> | 2019-05-09 17:16:12 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-05-10 13:14:41 +0300 |
commit | a298dde5d799bd41dd571cda9c91b62a6b78562a (patch) | |
tree | 75dc46e668c58915e0a2f1a8369f2a029e42072c /source/blender/draw/engines/eevee/shaders/shadow_vert.glsl | |
parent | fdddea676d4fa40668ca82f8ccc5106437d113f2 (diff) |
Eevee: Update matrices operations to not use combined matrices
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/shadow_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/shadow_vert.glsl | 13 |
1 files changed, 5 insertions, 8 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl index baaa43d84b8..4f59725fcf8 100644 --- a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl @@ -1,10 +1,6 @@ -uniform mat4 ModelViewProjectionMatrix; -#ifdef MESH_SHADER -uniform mat4 ModelViewMatrix; -# ifndef USE_ATTR +#ifndef USE_ATTR uniform mat4 ModelMatrix; -# endif #endif in vec3 pos; @@ -19,10 +15,11 @@ out vec3 viewNormal; void main() { - gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); + vec3 world_pos = point_object_to_world(pos); + gl_Position = point_world_to_ndc(world_pos); #ifdef MESH_SHADER - viewPosition = (ModelViewMatrix * vec4(pos, 1.0)).xyz; - worldPosition = (ModelMatrix * vec4(pos, 1.0)).xyz; + worldPosition = world_pos; + viewPosition = point_world_to_view(worldPosition); worldNormal = normalize(normal_object_to_world(nor)); /* No need to normalize since this is just a rotation. */ |