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author | Clément Foucault <foucault.clem@gmail.com> | 2021-02-21 02:46:41 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2021-02-21 03:33:56 +0300 |
commit | 1d51cb6be24e3097de2a20f490ef0dd535240f5b (patch) | |
tree | edf300e8c8100db887ae582e7a9c59b63ca96899 /source/blender/draw/intern/shaders | |
parent | dee94afd039de7b7d3002ff2f8f1f0bf4c515bb3 (diff) |
Cleanup: EEVEE: change cameraVec macro to cameraVec(P)
This makes is clearer and avoid having to setup worldPosition if
shader is not a material shader.
Diffstat (limited to 'source/blender/draw/intern/shaders')
-rw-r--r-- | source/blender/draw/intern/shaders/common_view_lib.glsl | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl index 0f2782fc2b2..4012de4f95b 100644 --- a/source/blender/draw/intern/shaders/common_view_lib.glsl +++ b/source/blender/draw/intern/shaders/common_view_lib.glsl @@ -27,10 +27,8 @@ layout(std140) uniform viewBlock #define cameraForward ViewMatrixInverse[2].xyz #define cameraPos ViewMatrixInverse[3].xyz -#define cameraVec \ - ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - worldPosition) : cameraForward) -#define viewCameraVec \ - ((ProjectionMatrix[3][3] == 0.0) ? normalize(-viewPosition) : vec3(0.0, 0.0, 1.0)) +#define cameraVec(P) ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - P) : cameraForward) +#define viewCameraVec(vP) ((ProjectionMatrix[3][3] == 0.0) ? normalize(-vP) : vec3(0.0, 0.0, 1.0)) #ifdef world_clip_planes_calc_clip_distance # undef world_clip_planes_calc_clip_distance |