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authorClément Foucault <foucault.clem@gmail.com>2019-05-10 01:18:52 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-10 13:25:12 +0300
commit6006f86e07c5732f72015d500ce3e066464e2baa (patch)
tree8133714cf3110d88a6d0381d8344a5cffdbecf65 /source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl
parent7f87e6e18f5164db82e636c6b5b449d39cc4300c (diff)
Workbench: Use common_view_lib.glsl
This removes ModelViewProjectionMatrix usage
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl
index afd704a7d3a..85145a2dcdc 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl
@@ -1,6 +1,6 @@
#define INFINITE 1000.0
-uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 ModelMatrix;
uniform vec3 lightDirection = vec3(0.57, 0.57, -0.57);
uniform float lightDistance = 1e4;
@@ -18,6 +18,6 @@ vData;
void main()
{
vData.pos = pos;
- vData.frontPosition = ModelViewProjectionMatrix * vec4(pos, 1.0);
- vData.backPosition = ModelViewProjectionMatrix * vec4(pos + lightDirection * lightDistance, 1.0);
+ vData.frontPosition = point_object_to_ndc(pos);
+ vData.backPosition = point_object_to_ndc(pos + lightDirection * lightDistance);
}