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authorClément Foucault <foucault.clem@gmail.com>2019-05-09 11:59:25 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-09 11:59:25 +0300
commita951aa5f6203e87e9a7770068f74670fce866814 (patch)
treede2af35e662460a6f93b947212a586bcb7441dde /source/blender/draw/modes/shaders
parentdea8fb2beaed6282ec5baef80b3fd735198caff4 (diff)
Fix T64296 Z-axis overlay vanishes at scene origin in 3D Viewport
Grid shader was still using deprecated eye vector.
Diffstat (limited to 'source/blender/draw/modes/shaders')
-rw-r--r--source/blender/draw/modes/shaders/object_grid_frag.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl b/source/blender/draw/modes/shaders/object_grid_frag.glsl
index df2cfe7be82..f4056f3a06c 100644
--- a/source/blender/draw/modes/shaders/object_grid_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_grid_frag.glsl
@@ -9,9 +9,9 @@ in vec3 local_pos;
out vec4 FragColor;
uniform mat4 ProjectionMatrix;
+uniform mat4 ViewMatrixInverse;
uniform vec3 cameraPos;
uniform vec3 planeAxes;
-uniform vec3 eye;
uniform vec4 gridSettings;
uniform float meshSize;
uniform float lineKernel = 0.0;
@@ -109,7 +109,7 @@ void main()
dist = 1.0; /* avoid branch after */
if ((gridFlag & PLANE_XY) != 0) {
- float angle = 1.0 - abs(eye.z);
+ float angle = 1.0 - abs(ViewMatrixInverse[2].z);
dist = 1.0 + angle * 2.0;
angle *= angle;
fade *= 1.0 - angle * angle;