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author | Hans Goudey <h.goudey@me.com> | 2020-08-12 04:59:16 +0300 |
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committer | Hans Goudey <h.goudey@me.com> | 2020-08-12 04:59:16 +0300 |
commit | ef11238c743e6985fe325280fb13e05d6ec27378 (patch) | |
tree | 1dd2605a676bee52296535825b99f000a9c255eb /source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl | |
parent | 1f768bbe4145daed111636ca09dd53b25b8d29b5 (diff) | |
parent | ec5f39208785c1bbe723054ffe69e1ac2ab470dd (diff) |
Merge branch 'master' into property-search-uiproperty-search-ui
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl index 722dbdd0b5e..d0d52c8485b 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl @@ -28,7 +28,7 @@ void cavity_compute(vec2 screenco, return; } - vec3 position = view_position_from_depth(screenco, depth, ViewVecs, ProjectionMatrix); + vec3 position = get_view_space_from_depth(screenco, depth); vec3 normal = workbench_normal_decode(texture(normalBuffer, screenco)); vec2 jitter_co = (screenco * world_data.viewport_size.xy) * world_data.cavity_jitter_scale; @@ -68,7 +68,7 @@ void cavity_compute(vec2 screenco, bool is_background = (s_depth == 1.0); /* This trick provide good edge effect even if no neighbor is found. */ s_depth = (is_background) ? depth : s_depth; - vec3 s_pos = view_position_from_depth(uvcoords, s_depth, ViewVecs, ProjectionMatrix); + vec3 s_pos = get_view_space_from_depth(uvcoords, s_depth); if (is_background) { s_pos.z -= world_data.cavity_distance; |