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authorClément Foucault <foucault.clem@gmail.com>2019-05-09 12:58:33 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-09 13:22:12 +0300
commitd2520511d20413e9edc8006a6f8c535825f1344b (patch)
tree87a6ab3585252ebd3504c1d56239bef625a64de1 /source/blender/draw/modes/shaders
parent7c9e649015d45546c43170066397603e50166509 (diff)
3D Grid: Use View UBO & small cleanup
Diffstat (limited to 'source/blender/draw/modes/shaders')
-rw-r--r--source/blender/draw/modes/shaders/object_grid_frag.glsl5
-rw-r--r--source/blender/draw/modes/shaders/object_grid_vert.glsl5
2 files changed, 4 insertions, 6 deletions
diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl b/source/blender/draw/modes/shaders/object_grid_frag.glsl
index f4056f3a06c..a20f12efd93 100644
--- a/source/blender/draw/modes/shaders/object_grid_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_grid_frag.glsl
@@ -8,9 +8,6 @@ in vec3 local_pos;
out vec4 FragColor;
-uniform mat4 ProjectionMatrix;
-uniform mat4 ViewMatrixInverse;
-uniform vec3 cameraPos;
uniform vec3 planeAxes;
uniform vec4 gridSettings;
uniform float meshSize;
@@ -23,6 +20,8 @@ uniform sampler2D depthBuffer;
#define gridScale gridSettings.z
#define gridSubdiv gridSettings.w
+#define cameraPos (ViewMatrixInverse[3].xyz)
+
uniform int gridFlag;
#define AXIS_X (1 << 0)
diff --git a/source/blender/draw/modes/shaders/object_grid_vert.glsl b/source/blender/draw/modes/shaders/object_grid_vert.glsl
index e8f4b089b47..d247967b03a 100644
--- a/source/blender/draw/modes/shaders/object_grid_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_grid_vert.glsl
@@ -2,9 +2,6 @@
/* Infinite grid
* Clément Foucault */
-uniform mat4 ViewProjectionMatrix;
-uniform mat4 ProjectionMatrix;
-uniform vec3 cameraPos;
uniform vec3 planeAxes;
uniform vec4 gridSettings;
uniform float meshSize;
@@ -16,6 +13,8 @@ uniform float meshSize;
uniform int gridFlag;
+#define cameraPos (ViewMatrixInverse[3].xyz)
+
#define PLANE_XY (1 << 4)
#define PLANE_XZ (1 << 5)
#define PLANE_YZ (1 << 6)