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authorClément Foucault <foucault.clem@gmail.com>2019-05-10 02:57:42 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-10 13:25:16 +0300
commit632e0725d27271f95073f668a24bcf06f603f001 (patch)
tree6980992db3d05f25aff27646bad1e3a01827153b /source/blender/draw/modes/shaders/sculpt_mask_vert.glsl
parent6006f86e07c5732f72015d500ce3e066464e2baa (diff)
Overlays: Use common_view_lib.glsl
This removes ModelViewProjectionMatrix usage
Diffstat (limited to 'source/blender/draw/modes/shaders/sculpt_mask_vert.glsl')
-rw-r--r--source/blender/draw/modes/shaders/sculpt_mask_vert.glsl6
1 files changed, 4 insertions, 2 deletions
diff --git a/source/blender/draw/modes/shaders/sculpt_mask_vert.glsl b/source/blender/draw/modes/shaders/sculpt_mask_vert.glsl
index e5e34fee57e..ee05844d8f6 100644
--- a/source/blender/draw/modes/shaders/sculpt_mask_vert.glsl
+++ b/source/blender/draw/modes/shaders/sculpt_mask_vert.glsl
@@ -1,5 +1,6 @@
-uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 ModelMatrix;
+
uniform float maskOpacity;
in vec3 pos;
@@ -9,7 +10,8 @@ out vec4 finalColor;
void main()
{
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ vec3 world_pos = point_object_to_world(pos);
+ gl_Position = point_world_to_ndc(world_pos);
float mask = 1.0 - (msk * maskOpacity);
finalColor = vec4(mask, mask, mask, 1.0);