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authorCampbell Barton <ideasman42@gmail.com>2019-03-05 17:14:13 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-03-05 17:26:30 +0300
commit6fd0d810b4ed9e5f0650ddae77dfcca57fe598a3 (patch)
tree10d19f3a32569ac86bdbd0b41e76fd990d85d2ec /source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl
parent68a0d3503677944e30fe4a12f526c28bbbaf062b (diff)
DRW: support clipping for bone verts
Diffstat (limited to 'source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl')
-rw-r--r--source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl8
1 files changed, 7 insertions, 1 deletions
diff --git a/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl
index 5ecc1569e85..0a2a2959120 100644
--- a/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl
@@ -73,10 +73,16 @@ void main()
/* Camera oriented position (but still in local space) */
vec3 cam_pos = x_axis * pos.x + y_axis * pos.y + z_axis * z_ofs;
- vec4 V = model_view_matrix * vec4(cam_pos, 1.0);
+ vec4 pos_4d = vec4(cam_pos, 1.0);
+ vec4 V = model_view_matrix * pos_4d;
gl_Position = ProjectionMatrix * V;
viewPosition = V.xyz;
finalStateColor = stateColor;
finalBoneColor = boneColor;
+
+#ifdef USE_WORLD_CLIP_PLANES
+ vec4 worldPosition = InstanceModelMatrix * pos_4d;
+ world_clip_planes_calc_clip_distance(worldPosition.xyz);
+#endif
}