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authorClément Foucault <foucault.clem@gmail.com>2019-05-09 00:13:09 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-09 00:28:06 +0300
commitc9537ee5c3f58105f553a32f337f7c5d1be8b1a4 (patch)
tree03dc791e54d44b4e278c2e9ac57746b4e72d86e3 /source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
parent82046756898b5056f6318ab36fa0bfe331eddd42 (diff)
Overlay: Remove use of NormalMatrix
Diffstat (limited to 'source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl')
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
index d700e69fb57..5466e4b1950 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
@@ -1,9 +1,9 @@
-uniform mat3 NormalMatrix;
-uniform mat4 ProjectionMatrix;
uniform mat4 ModelViewMatrix;
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
+uniform mat4 ModelMatrixInverse;
+
uniform float faceAlphaMod;
uniform ivec4 dataMask = ivec4(0xFF);
uniform float ofs;
@@ -77,7 +77,7 @@ void main()
#if !defined(FACE)
/* Facing based color blend */
vec4 vpos = ModelViewMatrix * vec4(pos, 1.0);
- vec3 view_normal = normalize(NormalMatrix * vnor + 1e-4);
+ vec3 view_normal = normalize(transform_normal_object_to_view(vnor) + 1e-4);
vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) ? normalize(vpos.xyz) : vec3(0.0, 0.0, 1.0);
float facing = dot(view_vec, view_normal);
facing = 1.0 - abs(facing) * 0.2;