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authorClément Foucault <foucault.clem@gmail.com>2018-10-08 12:25:24 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-10-08 18:20:09 +0300
commiteea22dd5ef0aaf58066bbff460315c8867741920 (patch)
tree9b835f732c4395b81e570ddf103d39770da20e92 /source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
parentba3ef44a6b57970b278c3a99a7ee00906efa3eb7 (diff)
Workbench: Smoke: Fix display
Includes the following fixes - Fix smoke texture creation: data was interpreted as Byte instead of Floats. - Fix Velocity texture not being free after draw: also was causing crashes. - Fix display_thickness not being copied during COW. - Fix Blending and general volume rendering algorithm. - Add Volume Shadowing support.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl8
1 files changed, 5 insertions, 3 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
index 90a22d9d02f..7ce21c3d5ca 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
@@ -1,5 +1,6 @@
uniform mat4 ModelViewProjectionMatrix;
+uniform vec3 OrcoTexCoFactors[2];
uniform float slicePosition;
uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */
@@ -23,9 +24,10 @@ void main()
else {
localPos = vec3(pos.xy, slicePosition * 2.0 - 1.0);
}
-
- gl_Position = ModelViewProjectionMatrix * vec4(localPos, 1.0);
+ vec3 final_pos = localPos;
#else
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ vec3 final_pos = pos;
#endif
+ final_pos = ((final_pos * 0.5 + 0.5) - OrcoTexCoFactors[0]) / OrcoTexCoFactors[1];
+ gl_Position = ModelViewProjectionMatrix * vec4(final_pos, 1.0);
}