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:
authorBrecht Van Lommel <brecht@blender.org>2021-01-29 17:55:41 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-01-29 18:06:11 +0300
commitc7d75a66163635ec7629eda2d4aa39b9e197ef6a (patch)
tree0adf3a02e1d6d8762f8e62f81eccca7d4044c32f /source/blender/draw/engines
parentbc94036a76b63254181788ce5814fb946f52a287 (diff)
parentb3fc88554468eb91fac3c2afb9387e599e6db507 (diff)
Merge branch 'blender-v2.92-release'
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_depth_merge_frag.glsl5
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_depth_merge_vert.glsl3
2 files changed, 1 insertions, 7 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_depth_merge_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_depth_merge_frag.glsl
index 71597197bd8..2f711f6a2c5 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_depth_merge_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_depth_merge_frag.glsl
@@ -1,13 +1,10 @@
uniform sampler2D depthBuf;
-uniform float strokeDepth2d;
uniform bool strokeOrder3d;
-noperspective in vec4 uvcoordsvar;
-
void main()
{
- float depth = textureLod(depthBuf, uvcoordsvar.xy, 0).r;
+ float depth = textureLod(depthBuf, gl_FragCoord.xy / vec2(textureSize(depthBuf, 0)), 0).r;
if (strokeOrder3d) {
gl_FragDepth = depth;
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_depth_merge_vert.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_depth_merge_vert.glsl
index 1e5a900f486..0c5260a9ec4 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_depth_merge_vert.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_depth_merge_vert.glsl
@@ -1,8 +1,6 @@
uniform vec4 gpModelMatrix[4];
-noperspective out vec4 uvcoordsvar;
-
void main()
{
mat4 model_matrix = mat4(gpModelMatrix[0], gpModelMatrix[1], gpModelMatrix[2], gpModelMatrix[3]);
@@ -10,5 +8,4 @@ void main()
float x = -1.0 + float((v & 1) << 2);
float y = -1.0 + float((v & 2) << 1);
gl_Position = ViewProjectionMatrix * (model_matrix * vec4(x, y, 0.0, 1.0));
- uvcoordsvar = vec4((gl_Position.xy / gl_Position.w + 1.0) * 0.5, 0.0, 0.0);
}