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author | Clément Foucault <foucault.clem@gmail.com> | 2018-09-20 18:41:07 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-09-20 18:53:47 +0300 |
commit | 667add5fc5b743a324b508e3c5cedfde1df218c0 (patch) | |
tree | e3f3d9f7b4f46d0ce6e351959ba669f13382e650 /source/blender/draw/engines/eevee/shaders/shadow_vert.glsl | |
parent | 5c20161f81c75a4139cb3c865955f53a9880f627 (diff) |
Eevee: Implement Wireframe Node
This implementation is a bit hacky but match cycles pretty close.
If pixel size is not enabled, it will use the geom shader to
compute distances between vertices. This will have a cost.
Implementation is a bit hacky in gpu_codegen to make the geom shader works
in an optional manner.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/shadow_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/shadow_vert.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl index 6b6479089f6..cfd24ae8d65 100644 --- a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl @@ -1,10 +1,10 @@ uniform mat4 ModelViewProjectionMatrix; #ifdef MESH_SHADER -uniform mat4 ModelMatrix; uniform mat4 ModelViewMatrix; uniform mat3 WorldNormalMatrix; # ifndef ATTRIB +uniform mat4 ModelMatrix; uniform mat3 NormalMatrix; # endif #endif |