diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-01-29 17:55:41 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-01-29 18:06:11 +0300 |
commit | c7d75a66163635ec7629eda2d4aa39b9e197ef6a (patch) | |
tree | 0adf3a02e1d6d8762f8e62f81eccca7d4044c32f /source/blender/draw/engines | |
parent | bc94036a76b63254181788ce5814fb946f52a287 (diff) | |
parent | b3fc88554468eb91fac3c2afb9387e599e6db507 (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.glsl | 5 | ||||
-rw-r--r-- | source/blender/draw/engines/gpencil/shaders/gpencil_depth_merge_vert.glsl | 3 |
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); } |