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authorClément Foucault <foucault.clem@gmail.com>2022-10-01 21:55:00 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-10-01 22:25:21 +0300
commit4847bcdbe10b4f7f84657749a651c3af3a430b1c (patch)
tree6355f26e441708d362d5599635ba30122faee5f2 /source/blender/draw/engines/eevee/shaders/world_vert.glsl
parent520d111eca55941dd0924998927ec1a994895f54 (diff)
DRW: Split ViewProjectionMatrix in order to increase precisiontmp-drw-split-matrix
This also removes the need to compute the persmat and saves some memory from the `ViewInfos` struct. This is needed to allow multiview support. Initial testing found no major performance regression during vertex heavy workload. Differential Revision: https://developer.blender.org/D16125
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/world_vert.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/world_vert.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/world_vert.glsl b/source/blender/draw/engines/eevee/shaders/world_vert.glsl
index 29892a7ffb4..837dca4ad08 100644
--- a/source/blender/draw/engines/eevee/shaders/world_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/world_vert.glsl
@@ -17,7 +17,7 @@ void main()
gl_Position = vec4(pos, 1.0, 1.0);
viewPosition = project_point(ProjectionMatrixInverse, vec3(pos, 0.0));
- worldPosition = project_point(ViewProjectionMatrixInverse, vec3(pos, 0.0));
+ worldPosition = transform_point(ViewMatrixInverse, viewPosition);
/* Not usable. */
viewNormal = vec3(0.0);
worldNormal = vec3(0.0);