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author | Clément Foucault <foucault.clem@gmail.com> | 2020-07-15 15:35:57 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-07-15 20:51:55 +0300 |
commit | 5dcf60e053b9b9e3cb6dbf5c7b9fc783d6af6f3d (patch) | |
tree | 7406f3677c7503506bf0d193b2a9e61c325fa3ab /source/blender/draw/intern/shaders/common_view_lib.glsl | |
parent | f1104c2828868b8ffd6135671f2ff3926365813a (diff) |
DRW: View: Add ViewVecs calculation
This will remove some code duplication between draw engines.
Diffstat (limited to 'source/blender/draw/intern/shaders/common_view_lib.glsl')
-rw-r--r-- | source/blender/draw/intern/shaders/common_view_lib.glsl | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl index 1054f4d11c9..2188c38ee63 100644 --- a/source/blender/draw/intern/shaders/common_view_lib.glsl +++ b/source/blender/draw/intern/shaders/common_view_lib.glsl @@ -14,6 +14,10 @@ layout(std140) uniform viewBlock vec4 clipPlanes[6]; + /* View frustum corners [NDC(-1.0, -1.0, -1.0) & NDC(1.0, 1.0, 1.0)]. + * Fourth components are near and far values. */ + vec4 ViewVecs[2]; + /* TODO move it elsewhere. */ vec4 CameraTexCoFactors; }; |