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author | Clément Foucault <foucault.clem@gmail.com> | 2019-05-08 20:30:03 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-05-08 21:13:32 +0300 |
commit | 24aeb479be2b87d406196240c1a4c20e1688514e (patch) | |
tree | 2dc416e42ca0368317c2475ba91c46bfa8a928d5 /source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl | |
parent | c358da6b21158792bc05fa17fa00440675d0e76e (diff) |
Overlay Mode: Use common_view_lib
This is in order to centralize all matrices transformations.
Diffstat (limited to 'source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl')
-rw-r--r-- | source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl | 8 |
1 files changed, 1 insertions, 7 deletions
diff --git a/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl b/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl index d73f0bdb609..0d5b4390402 100644 --- a/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl +++ b/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl @@ -1,8 +1,4 @@ -uniform mat4 ProjectionMatrix; -uniform mat4 ViewMatrix; -uniform mat4 ViewMatrixInverse; - uniform mat4 ModelMatrix; uniform mat4 ModelMatrixInverse; @@ -22,8 +18,6 @@ float get_edge_sharpness(float wd) #endif } -#define transform_normal_to_world(nor) (transpose(mat3(ModelMatrixInverse)) * nor) - /* Geometry shader version */ #if defined(SELECT_EDGES) || defined(USE_GEOM) out float facing_g; @@ -45,7 +39,7 @@ void main() vec4 wpos = ModelMatrix * vec4(pos, 1.0); gl_Position = projmat * (ViewMatrix * wpos); - vec3 wnor = normalize(transform_normal_to_world(nor)); + vec3 wnor = normalize(transform_normal_object_to_world(nor)); facing_g = dot(wnor, ViewMatrixInverse[2].xyz); edgeSharpness_g = get_edge_sharpness(wd); |