diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-05-10 01:18:52 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2019-05-10 13:25:12 +0300 |
commit | 6006f86e07c5732f72015d500ce3e066464e2baa (patch) | |
tree | 8133714cf3110d88a6d0381d8344a5cffdbecf65 /source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl | |
parent | 7f87e6e18f5164db82e636c6b5b449d39cc4300c (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.glsl | 6 |
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); } |