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authorClément Foucault <foucault.clem@gmail.com>2022-06-27 13:46:05 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-06-27 13:46:47 +0300
commit2b806cb9558f174fb4b2fa7254ca2e9e113bfd17 (patch)
treeef4db479ec7654ccf3edc4bfd7b4b70371ca4802 /source/blender/draw/engines/overlay
parentddc6b86a5bab833c7599f5545b9aff0ad7349e02 (diff)
Cleanup: DRW: Remove drw_view renaming MACROS
Diffstat (limited to 'source/blender/draw/engines/overlay')
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl14
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl8
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_frag.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_vert.glsl6
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_stick_vert.glsl12
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_extra_vert.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_grid_frag.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_geom.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_geom.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl6
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl6
22 files changed, 47 insertions, 47 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl
index 0a8e279e9b0..612ce8c6300 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_outline_vert.glsl
@@ -17,8 +17,8 @@ vec2 compute_dir(vec2 v0, vec2 v1, vec2 v2)
mat3 compute_mat(vec4 sphere, vec3 bone_vec, out float z_ofs)
{
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
- vec3 cam_ray = (is_persp) ? sphere.xyz - ViewMatrixInverse[3].xyz : -ViewMatrixInverse[2].xyz;
+ bool is_persp = (drw_view.winmat[3][3] == 0.0);
+ vec3 cam_ray = (is_persp) ? sphere.xyz - drw_view.viewinv[3].xyz : -drw_view.viewinv[2].xyz;
/* Sphere center distance from the camera (persp) in world space. */
float cam_dist = length(cam_ray);
@@ -88,13 +88,13 @@ vec3 get_outline_point(vec2 pos,
void main()
{
- float dst_head = distance(headSphere.xyz, ViewMatrixInverse[3].xyz);
- float dst_tail = distance(tailSphere.xyz, ViewMatrixInverse[3].xyz);
- // float dst_head = -dot(headSphere.xyz, ViewMatrix[2].xyz);
- // float dst_tail = -dot(tailSphere.xyz, ViewMatrix[2].xyz);
+ float dst_head = distance(headSphere.xyz, drw_view.viewinv[3].xyz);
+ float dst_tail = distance(tailSphere.xyz, drw_view.viewinv[3].xyz);
+ // float dst_head = -dot(headSphere.xyz, drw_view.viewmat[2].xyz);
+ // float dst_tail = -dot(tailSphere.xyz, drw_view.viewmat[2].xyz);
vec4 sph_near, sph_far;
- if ((dst_head > dst_tail) && (ProjectionMatrix[3][3] == 0.0)) {
+ if ((dst_head > dst_tail) && (drw_view.winmat[3][3] == 0.0)) {
sph_near = tailSphere;
sph_far = headSphere;
}
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl
index 2dd86a57dfd..4d21ffd96b5 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl
@@ -30,7 +30,7 @@ void main()
sp = bone_mat * sp.xzy + headSphere.xyz;
nor = bone_mat * nor.xzy;
- normalView = mat3(ViewMatrix) * nor;
+ normalView = mat3(drw_view.viewmat) * nor;
finalStateColor = stateColor;
finalBoneColor = boneColor;
@@ -38,5 +38,5 @@ void main()
view_clipping_distances(sp);
vec4 pos_4d = vec4(sp, 1.0);
- gl_Position = ViewProjectionMatrix * pos_4d;
+ gl_Position = drw_view.persmat * pos_4d;
}
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl
index 47c5dada708..b485b0a7807 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_geom.glsl
@@ -5,7 +5,7 @@ void main(void)
{
finalColor = vec4(geom_in[0].vColSize.rgb, 1.0);
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+ bool is_persp = (drw_view.winmat[3][3] == 0.0);
vec3 view_vec = (is_persp) ? normalize(geom_in[1].vPos) : vec3(0.0, 0.0, -1.0);
vec3 v10 = geom_in[0].vPos - geom_in[1].vPos;
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl
index 29319b3f7ac..91eb6265192 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_outline_vert.glsl
@@ -14,10 +14,10 @@ void main()
mat4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color);
vec4 world_pos = model_mat * vec4(pos, 1.0);
- vec4 view_pos = ViewMatrix * world_pos;
+ vec4 view_pos = drw_view.viewmat * world_pos;
geom_in.vPos = view_pos.xyz;
- geom_in.pPos = ProjectionMatrix * view_pos;
+ geom_in.pPos = drw_view.winmat * view_pos;
geom_in.inverted = int(dot(cross(model_mat[0].xyz, model_mat[1].xyz), model_mat[2].xyz) < 0.0);
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl
index cdbe8c3d7df..68f7e75673f 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl
@@ -25,7 +25,7 @@ void main()
finalColor.a = 1.0;
vec4 world_pos = model_mat * vec4(pos, 1.0);
- gl_Position = ViewProjectionMatrix * world_pos;
+ gl_Position = drw_view.persmat * world_pos;
view_clipping_distances(world_pos.xyz);
}
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl
index 31369e0c3df..4d79fab718f 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl
@@ -13,10 +13,10 @@ void main()
vec4 bone_color, state_color;
mat4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color);
- mat4 model_view_matrix = ViewMatrix * model_mat;
+ mat4 model_view_matrix = drw_view.viewmat * model_mat;
mat4 sphereMatrix = inverse(model_view_matrix);
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+ bool is_persp = (drw_view.winmat[3][3] == 0.0);
/* This is the local space camera ray (not normalize).
* In perspective mode it's also the viewspace position
@@ -58,8 +58,8 @@ void main()
vec3 cam_pos0 = x_axis * pos.x + y_axis * pos.y + z_axis * z_ofs;
vec4 V = model_view_matrix * vec4(cam_pos0, 1.0);
- gl_Position = ProjectionMatrix * V;
- vec4 center = ProjectionMatrix * vec4(model_view_matrix[3].xyz, 1.0);
+ gl_Position = drw_view.winmat * V;
+ vec4 center = drw_view.winmat * vec4(model_view_matrix[3].xyz, 1.0);
/* Offset away from the center to avoid overlap with solid shape. */
vec2 ofs_dir = normalize(proj(gl_Position) - proj(center));
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_frag.glsl
index e60b6e94492..150701b78df 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_frag.glsl
@@ -5,7 +5,7 @@ void main()
{
const float sphere_radius = 0.05;
- bool is_perp = (ProjectionMatrix[3][3] == 0.0);
+ bool is_perp = (drw_view.winmat[3][3] == 0.0);
vec3 ray_ori_view = (is_perp) ? vec3(0.0) : viewPosition.xyz;
vec3 ray_dir_view = (is_perp) ? viewPosition : vec3(0.0, 0.0, -1.0);
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_vert.glsl
index abbaad8cd10..3d2dfc018bb 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_solid_vert.glsl
@@ -10,10 +10,10 @@ void main()
vec4 bone_color, state_color;
mat4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color);
- mat4 model_view_matrix = ViewMatrix * model_mat;
+ mat4 model_view_matrix = drw_view.viewmat * model_mat;
sphereMatrix = inverse(model_view_matrix);
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+ bool is_persp = (drw_view.winmat[3][3] == 0.0);
/* This is the local space camera ray (not normalize).
* In perspective mode it's also the viewspace position
@@ -65,7 +65,7 @@ void main()
vec4 pos_4d = vec4(cam_pos, 1.0);
vec4 V = model_view_matrix * pos_4d;
- gl_Position = ProjectionMatrix * V;
+ gl_Position = drw_view.winmat * V;
viewPosition = V.xyz;
finalStateColor = state_color.xyz;
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_stick_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_stick_vert.glsl
index b5edcd2858b..e7917a46312 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_armature_stick_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_stick_vert.glsl
@@ -31,12 +31,12 @@ void main()
vec4 boneStart_4d = vec4(boneStart, 1.0);
vec4 boneEnd_4d = vec4(boneEnd, 1.0);
- vec4 v0 = ViewMatrix * boneStart_4d;
- vec4 v1 = ViewMatrix * boneEnd_4d;
+ vec4 v0 = drw_view.viewmat * boneStart_4d;
+ vec4 v1 = drw_view.viewmat * boneEnd_4d;
/* Clip the bone to the camera origin plane (not the clip plane)
* to avoid glitches if one end is behind the camera origin (in persp). */
- float clip_dist = (ProjectionMatrix[3][3] == 0.0) ?
+ float clip_dist = (drw_view.winmat[3][3] == 0.0) ?
-1e-7 :
1e20; /* hardcoded, -1e-8 is giving gliches. */
vec3 bvec = v1.xyz - v0.xyz;
@@ -48,8 +48,8 @@ void main()
v1.xyz = clip_pt;
}
- vec4 p0 = ProjectionMatrix * v0;
- vec4 p1 = ProjectionMatrix * v1;
+ vec4 p0 = drw_view.winmat * v0;
+ vec4 p1 = drw_view.winmat * v1;
float h = (is_head) ? p0.w : p1.w;
@@ -58,7 +58,7 @@ void main()
/* 2D screen aligned pos at the point */
vec2 vpos = pos.x * x_screen_vec + pos.y * y_screen_vec;
- vpos *= (ProjectionMatrix[3][3] == 0.0) ? h : 1.0;
+ vpos *= (drw_view.winmat[3][3] == 0.0) ? h : 1.0;
vpos *= (do_wire) ? 1.0 : 0.5;
if (finalInnerColor.a > 0.0) {
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl
index 6ff8d0665d1..dc5c43f417e 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_normal_vert.glsl
@@ -45,7 +45,7 @@ void main()
if (gl_VertexID == 0) {
if (isConstantScreenSizeNormals) {
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+ bool is_persp = (drw_view.winmat[3][3] == 0.0);
if (is_persp) {
float dist_fac = length(cameraPos - world_pos);
float cos_fac = dot(cameraForward, cameraVec(world_pos));
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl
index f1fbdac7847..76a944c6987 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl
@@ -9,7 +9,7 @@ void main()
vec3 up = normalize(imat * screenVecs[1].xyz);
vec3 screen_pos = (right * pos.x + up * pos.z) * size;
vec4 pos_4d = ModelMatrix * vec4(local_pos + screen_pos, 1.0);
- gl_Position = ViewProjectionMatrix * pos_4d;
+ gl_Position = drw_view.persmat * pos_4d;
/* Manual stipple: one segment out of 2 is transparent. */
finalColor = ((gl_VertexID & 1) == 0) ? colorSkinRoot : vec4(0.0);
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl
index 374fb50af75..a50bc5e6e68 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl
@@ -74,7 +74,7 @@ void main()
finalColor = EDIT_MESH_facedot_color(norAndFlag.w);
/* Bias Facedot Z position in clipspace. */
- gl_Position.z -= (ProjectionMatrix[3][3] == 0.0) ? 0.00035 : 1e-6;
+ gl_Position.z -= (drw_view.winmat[3][3] == 0.0) ? 0.00035 : 1e-6;
gl_PointSize = sizeFaceDot;
bool occluded = test_occlusion();
@@ -87,7 +87,7 @@ void main()
/* Facing based color blend */
vec3 vpos = point_world_to_view(world_pos);
vec3 view_normal = normalize(normal_object_to_view(vnor) + 1e-4);
- vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) ? normalize(vpos) : vec3(0.0, 0.0, 1.0);
+ vec3 view_vec = (drw_view.winmat[3][3] == 0.0) ? normalize(vpos) : vec3(0.0, 0.0, 1.0);
float facing = dot(view_vec, view_normal);
facing = 1.0 - abs(facing) * 0.2;
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_extra_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_extra_vert.glsl
index b2578970c9b..acaf04219c0 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_extra_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_extra_vert.glsl
@@ -198,8 +198,8 @@ void main()
vec3 edge = obmat[3].xyz - world_pos;
vec3 n0 = normalize(cross(edge, p0 - world_pos));
vec3 n1 = normalize(cross(edge, world_pos - p1));
- bool persp = (ProjectionMatrix[3][3] == 0.0);
- vec3 V = (persp) ? normalize(ViewMatrixInverse[3].xyz - world_pos) : ViewMatrixInverse[2].xyz;
+ bool persp = (drw_view.winmat[3][3] == 0.0);
+ vec3 V = (persp) ? normalize(drw_view.viewinv[3].xyz - world_pos) : drw_view.viewinv[2].xyz;
/* Discard non-silhouette edges. */
bool facing0 = dot(n0, V) > 0.0;
bool facing1 = dot(n1, V) > 0.0;
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_grid_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_grid_frag.glsl
index 25f4984f119..54a4231590e 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_grid_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_grid_frag.glsl
@@ -53,7 +53,7 @@ void main()
P += cameraPos * plane_axes;
float dist, fade;
- bool is_persp = ProjectionMatrix[3][3] == 0.0;
+ bool is_persp = drw_view.winmat[3][3] == 0.0;
if (is_persp) {
vec3 V = cameraPos - P;
dist = length(V);
@@ -83,7 +83,7 @@ void main()
dist = 1.0; /* Avoid branch after. */
if (flag_test(grid_flag, PLANE_XY)) {
- float angle = 1.0 - abs(ViewMatrixInverse[2].z);
+ float angle = 1.0 - abs(drw_view.viewinv[2].z);
dist = 1.0 + angle * 2.0;
angle *= angle;
fade *= 1.0 - angle * angle;
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl
index b81f1a24358..b43b1eb4a52 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl
@@ -39,5 +39,5 @@ void main()
local_pos.z = clamp(local_pos.z, -1.0, 0.0);
}
- gl_Position = ViewProjectionMatrix * vec4(real_pos, 1.0);
+ gl_Position = drw_view.persmat * vec4(real_pos, 1.0);
}
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_geom.glsl
index 29346a44863..25e13e7c212 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_geom.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_geom.glsl
@@ -15,7 +15,7 @@ void main(void)
vec2 edge_dir = compute_dir(interp_in[0].ss_pos, interp_in[1].ss_pos) *
drw_view.viewport_size_inverse;
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+ bool is_persp = (drw_view.winmat[3][3] == 0.0);
float line_size = float(lineThickness) * sizePixel;
view_clipping_distances_set(gl_in[0]);
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl
index bc74a436f5e..e6281f75b8f 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl
@@ -18,7 +18,7 @@ vec2 proj(vec4 pos)
void main()
{
- gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
+ gl_Position = drw_view.persmat * vec4(pos, 1.0);
interp.ss_pos = proj(gl_Position);
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl
index 5027525b9b3..70892954cd8 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl
@@ -9,7 +9,7 @@
void main()
{
- gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
+ gl_Position = drw_view.persmat * vec4(pos, 1.0);
gl_PointSize = float(pointSize + 2);
int frame = gl_VertexID + cacheStart;
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_geom.glsl
index 8a196620af9..5e0074e9f0b 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_geom.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_geom.glsl
@@ -11,7 +11,7 @@ void vert_from_gl_in(int v)
void main()
{
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+ bool is_persp = (drw_view.winmat[3][3] == 0.0);
vec3 view_vec = (is_persp) ? normalize(vert[1].pos) : vec3(0.0, 0.0, -1.0);
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl
index b6d5cd96c12..92be9ec3bcb 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl
@@ -22,14 +22,14 @@ void main()
if (!gpStrokeOrder3d) {
/* Stroke order 2D. Project to gpDepthPlane. */
- bool is_persp = ProjectionMatrix[3][3] == 0.0;
+ bool is_persp = drw_view.winmat[3][3] == 0.0;
vec2 uvs = vec2(gl_FragCoord.xy) * drw_view.viewport_size_inverse;
vec3 pos_ndc = vec3(uvs, gl_FragCoord.z) * 2.0 - 1.0;
- vec4 pos_world = ViewProjectionMatrixInverse * vec4(pos_ndc, 1.0);
+ vec4 pos_world = drw_view.persinv * vec4(pos_ndc, 1.0);
vec3 pos = pos_world.xyz / pos_world.w;
vec3 ray_ori = pos;
- vec3 ray_dir = (is_persp) ? (ViewMatrixInverse[3].xyz - pos) : ViewMatrixInverse[2].xyz;
+ vec3 ray_dir = (is_persp) ? (drw_view.viewinv[3].xyz - pos) : drw_view.viewinv[2].xyz;
vec3 isect = ray_plane_intersection(ray_ori, ray_dir, gpDepthPlane);
vec4 ndc = point_world_to_ndc(isect);
gl_FragDepth = (ndc.z / ndc.w) * 0.5 + 0.5;
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl
index fb981a8167a..c48e7cce550 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl
@@ -23,7 +23,7 @@ void main()
#ifdef USE_DOTS
gl_Position = point_world_to_ndc(world_pos);
/* World sized points. */
- gl_PointSize = sizePixel * draw_size * ProjectionMatrix[1][1] * sizeViewport.y / gl_Position.w;
+ gl_PointSize = sizePixel * draw_size * drw_view.winmat[1][1] * sizeViewport.y / gl_Position.w;
#else
if ((vclass & VCLASS_SCREENALIGNED) != 0) {
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl
index 41bd7791dd7..d189ab1b72c 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl
@@ -72,7 +72,7 @@ void wire_object_color_get(out vec3 rim_col, out vec3 wire_col)
void main()
{
bool no_attr = all(equal(nor, vec3(0)));
- vec3 wnor = no_attr ? ViewMatrixInverse[2].xyz : normalize(normal_object_to_world(nor));
+ vec3 wnor = no_attr ? drw_view.viewinv[2].xyz : normalize(normal_object_to_world(nor));
vec3 wpos = point_object_to_world(pos);
if (isHair) {
@@ -81,8 +81,8 @@ void main()
wnor = -normalize(mat3(obmat) * nor);
}
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
- vec3 V = (is_persp) ? normalize(ViewMatrixInverse[3].xyz - wpos) : ViewMatrixInverse[2].xyz;
+ bool is_persp = (drw_view.winmat[3][3] == 0.0);
+ vec3 V = (is_persp) ? normalize(drw_view.viewinv[3].xyz - wpos) : drw_view.viewinv[2].xyz;
float facing = dot(wnor, V);