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authorClément Foucault <foucault.clem@gmail.com>2019-05-08 20:30:03 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-08 21:13:32 +0300
commit24aeb479be2b87d406196240c1a4c20e1688514e (patch)
tree2dc416e42ca0368317c2475ba91c46bfa8a928d5 /source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl
parentc358da6b21158792bc05fa17fa00440675d0e76e (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.glsl8
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);