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authorClément Foucault <foucault.clem@gmail.com>2020-03-29 21:37:44 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-03-29 21:46:42 +0300
commit0b57ecc665cdf37f1e24bfb293fa56c2279aac0f (patch)
tree16a8facb2a0215b374fd565e6079c5aa5859af79 /source/blender/draw/engines
parenta022cb8f62bed6487247697dc66337080b0ac558 (diff)
Overlay: Edit Mesh: Make offset depth dependent (w.r.t depth precision)
The previous offset was done in view space. It is now done in NDC space to avoid differences when adjusting the near/far plane distances.
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl
index 768b0596d17..84dbf85816f 100644
--- a/source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl
@@ -48,10 +48,10 @@ void main()
gl_PointSize = sizeVertex * 2.0;
/* Make selected and active vertex always on top. */
if ((data.x & VERT_SELECTED) != 0) {
- gl_Position.z -= 1e-7;
+ gl_Position.z -= 5e-7 * abs(gl_Position.w);
}
if ((data.x & VERT_ACTIVE) != 0) {
- gl_Position.z -= 1e-7;
+ gl_Position.z -= 5e-7 * abs(gl_Position.w);
}
bool occluded = test_occlusion();