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authorClément Foucault <foucault.clem@gmail.com>2019-05-17 14:31:39 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-17 14:38:42 +0300
commit2bb788d4cd928971979473e22223f86b418a4f34 (patch)
tree651e098125f1966e30b3a3b44093db51a18a458f /source/blender/draw/engines/eevee/shaders
parent52669dda8049e05eaf0bc8147ef477a05c3717da (diff)
Cleanup: Eevee: Remove custom volumetric matrix
This was the same as using the inverse obmat.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl5
1 files changed, 2 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
index 0164a04c64b..052fdbb43a2 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
@@ -5,7 +5,6 @@
#define NODETREE_EXEC
#ifdef MESH_SHADER
-uniform mat4 volumeObjectMatrix;
uniform vec3 volumeOrcoLoc;
uniform vec3 volumeOrcoSize;
#endif
@@ -33,9 +32,9 @@ void main()
vec3 ndc_cell = volume_to_ndc((vec3(volume_cell) + volJitter.xyz) * volInvTexSize.xyz);
viewPosition = get_view_space_from_depth(ndc_cell.xy, ndc_cell.z);
- worldPosition = transform_point(ViewMatrixInverse, viewPosition);
+ worldPosition = point_view_to_world(viewPosition);
#ifdef MESH_SHADER
- volumeObjectLocalCoord = transform_point(volumeObjectMatrix, worldPosition);
+ volumeObjectLocalCoord = point_world_to_object(worldPosition);
volumeObjectLocalCoord = (volumeObjectLocalCoord - volumeOrcoLoc + volumeOrcoSize) /
(volumeOrcoSize * 2.0);