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authorClément Foucault <foucault.clem@gmail.com>2019-06-11 18:29:31 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-06-11 18:49:19 +0300
commitc84c59c81bc90a915b7e74aa90a0bc1fe8aadd22 (patch)
treee60399f8cb0e393e975c1ad50173597a4d91f776 /source/blender/draw/modes/shaders
parentc5b1e7cd4e86f9aff010fa84192d783b895ce6c7 (diff)
Fix T65406 Edit Mode: Edge selection is below wireframe overlay
This was due to a double offset of the wireframe. We also reduce the wireframe offset. The look of the wireframe overlay changes a little with on distant wires.
Diffstat (limited to 'source/blender/draw/modes/shaders')
-rw-r--r--source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl2
1 files changed, 0 insertions, 2 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 23f64e6e49c..9022456abb2 100644
--- a/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl
+++ b/source/blender/draw/modes/shaders/overlay_face_wireframe_vert.glsl
@@ -1,6 +1,5 @@
uniform float wireStepParam;
-uniform float ofs;
in vec3 pos;
in vec3 nor;
@@ -31,7 +30,6 @@ flat out float edgeSharpness;
void main()
{
mat4 projmat = ProjectionMatrix;
- projmat[3][2] -= ofs;
vec4 wpos = ModelMatrix * vec4(pos, 1.0);
gl_Position = projmat * (ViewMatrix * wpos);