diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-07-10 15:46:36 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-07-10 16:31:34 +0300 |
commit | 97f90d48a02eef89949532b166f57ea178ee5a87 (patch) | |
tree | 5bc806cb89adc71a6a93827b494b211b1aaaf3e8 /source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl | |
parent | c90a0d5dda535a42697503e130b0c2fc123fe491 (diff) |
Object Mode: Change Lightprobe display.
Diffstat (limited to 'source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl')
-rw-r--r-- | source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl | 13 |
1 files changed, 6 insertions, 7 deletions
diff --git a/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl b/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl index d9616076dbf..bcdf5adca55 100644 --- a/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl +++ b/source/blender/draw/modes/shaders/object_lightprobe_grid_vert.glsl @@ -1,7 +1,4 @@ -in vec3 pos; -in vec3 nor; - uniform mat4 ViewProjectionMatrix; uniform float sphere_size; @@ -10,6 +7,7 @@ uniform vec3 corner; uniform vec3 increment_x; uniform vec3 increment_y; uniform vec3 increment_z; +uniform vec3 screen_vecs[2]; uniform int call_id; /* we don't want the builtin callId which would be 0. */ uniform int baseId; @@ -20,16 +18,17 @@ void main() { vec3 ls_cell_location; /* Keep in sync with update_irradiance_probe */ - ls_cell_location.z = float(gl_InstanceID % grid_resolution.z); - ls_cell_location.y = float((gl_InstanceID / grid_resolution.z) % grid_resolution.y); - ls_cell_location.x = float(gl_InstanceID / (grid_resolution.z * grid_resolution.y)); + ls_cell_location.z = float(gl_VertexID % grid_resolution.z); + ls_cell_location.y = float((gl_VertexID / grid_resolution.z) % grid_resolution.y); + ls_cell_location.x = float(gl_VertexID / (grid_resolution.z * grid_resolution.y)); vec3 ws_cell_location = corner + (increment_x * ls_cell_location.x + increment_y * ls_cell_location.y + increment_z * ls_cell_location.z); - gl_Position = ViewProjectionMatrix * vec4(pos * 0.02 * sphere_size + ws_cell_location, 1.0); + gl_Position = ViewProjectionMatrix * vec4(ws_cell_location, 1.0); + gl_PointSize = 2.0f; finalId = uint(baseId + call_id); } |