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authorClément Foucault <foucault.clem@gmail.com>2020-07-15 15:35:57 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-07-15 20:51:55 +0300
commit5dcf60e053b9b9e3cb6dbf5c7b9fc783d6af6f3d (patch)
tree7406f3677c7503506bf0d193b2a9e61c325fa3ab /source/blender/draw/intern/shaders
parentf1104c2828868b8ffd6135671f2ff3926365813a (diff)
DRW: View: Add ViewVecs calculation
This will remove some code duplication between draw engines.
Diffstat (limited to 'source/blender/draw/intern/shaders')
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl4
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;
};