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authorClément Foucault <foucault.clem@gmail.com>2019-06-27 18:01:28 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-06-27 18:02:22 +0300
commitc5eceb35829560dcb7e31e0c41bf59ea4feec0c0 (patch)
tree61d9bf72aac0639038906e37552e29f33a33d90c /source/blender/draw/modes/shaders
parent19d90c8602193f370c8d47805c82f16d9e6c18c0 (diff)
Cleanup: EditMode: Remove uneeded shader depth bias
The bias is done using the DRWView now, no need to double it.
Diffstat (limited to 'source/blender/draw/modes/shaders')
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl12
1 files changed, 0 insertions, 12 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
index fabc317cf4f..af0a47f1858 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
@@ -1,7 +1,6 @@
uniform float faceAlphaMod;
uniform ivec4 dataMask = ivec4(0xFF);
-uniform float ofs;
in ivec4 data;
in vec3 pos;
@@ -23,24 +22,13 @@ void main()
GPU_INTEL_VERTEX_SHADER_WORKAROUND
vec3 world_pos = point_object_to_world(pos);
-
-#if !defined(FACE)
- /* TODO override the ViewProjection Matrix for this case. */
- mat4 projmat = ProjectionMatrix;
- projmat[3][2] -= ofs;
-
- gl_Position = projmat * (ViewMatrix * vec4(world_pos, 1.0));
-#else
-
gl_Position = point_world_to_ndc(world_pos);
-#endif
ivec4 m_data = data & dataMask;
#if defined(VERT)
finalColor = EDIT_MESH_vertex_color(m_data.y);
gl_PointSize = sizeVertex * 2.0;
- gl_Position.z -= 3e-5 * ((ProjectionMatrix[3][3] == 0.0) ? 1.0 : 0.0);
/* Make selected and active vertex always on top. */
if ((data.x & VERT_SELECTED) != 0) {
gl_Position.z -= 1e-7;