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authorClément Foucault <foucault.clem@gmail.com>2018-09-20 18:41:07 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-09-20 18:53:47 +0300
commit667add5fc5b743a324b508e3c5cedfde1df218c0 (patch)
treee3f3d9f7b4f46d0ce6e351959ba669f13382e650 /source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
parent5c20161f81c75a4139cb3c865955f53a9880f627 (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.glsl2
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