Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2019-05-09 23:10:38 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-10 13:14:41 +0300
commit0d8ab0eac6045c0e4e3d175d0f7fc70d80072a71 (patch)
tree17bc32617524d7390b7197bcd62a06b20427059c /source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
parenta298dde5d799bd41dd571cda9c91b62a6b78562a (diff)
DRW: Remove ModelViewMatrix Usage
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl13
1 files changed, 7 insertions, 6 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
index a1c269d5a65..cef405d12d3 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -1,8 +1,7 @@
-uniform mat4 ProjectionMatrix;
-uniform mat4 ModelMatrixInverse;
-uniform mat4 ModelViewMatrixInverse;
uniform mat4 ModelMatrix;
+uniform mat4 ModelMatrixInverse;
+
uniform vec3 OrcoTexCoFactors[2];
uniform sampler2D depthBuffer;
@@ -219,9 +218,11 @@ void main()
vec3 vs_ray_dir = (is_persp) ? (vs_ray_end - vs_ray_ori) : vec3(0.0, 0.0, -1.0);
vs_ray_dir /= abs(vs_ray_dir.z);
- vec3 ls_ray_dir = mat3(ModelViewMatrixInverse) * vs_ray_dir * OrcoTexCoFactors[1] * 2.0;
- vec3 ls_ray_ori = (ModelViewMatrixInverse * vec4(vs_ray_ori, 1.0)).xyz;
- vec3 ls_ray_end = (ModelViewMatrixInverse * vec4(vs_ray_end, 1.0)).xyz;
+ /* TODO(fclem) Precompute the matrix/ */
+ vec3 ls_ray_dir = vs_ray_dir * OrcoTexCoFactors[1] * 2.0;
+ ls_ray_dir = mat3(ModelMatrixInverse) * (mat3(ViewMatrixInverse) * ls_ray_dir);
+ vec3 ls_ray_ori = point_view_to_object(vs_ray_ori);
+ vec3 ls_ray_end = point_view_to_object(vs_ray_end);
ls_ray_ori = (OrcoTexCoFactors[0] + ls_ray_ori * OrcoTexCoFactors[1]) * 2.0 - 1.0;
ls_ray_end = (OrcoTexCoFactors[0] + ls_ray_end * OrcoTexCoFactors[1]) * 2.0 - 1.0;