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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/workbench/shaders/workbench_transparent_accum_frag.glsl
parentddc6b86a5bab833c7599f5545b9aff0ad7349e02 (diff)
Cleanup: DRW: Remove drw_view renaming MACROS
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
index d8f1b83d747..213279b1913 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
@@ -24,7 +24,7 @@ float linear_zdepth(float depth, vec4 viewvecs[2], mat4 proj_mat)
*/
float calculate_transparent_weight(void)
{
- float z = linear_zdepth(gl_FragCoord.z, ViewVecs, ProjectionMatrix);
+ float z = linear_zdepth(gl_FragCoord.z, drw_view.viewvecs, drw_view.winmat);
#if 0
/* Eq 10 : Good for surfaces with varying opacity (like particles) */
float a = min(1.0, alpha * 10.0) + 0.01;