diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-05-09 11:59:25 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-05-09 11:59:25 +0300 |
commit | a951aa5f6203e87e9a7770068f74670fce866814 (patch) | |
tree | de2af35e662460a6f93b947212a586bcb7441dde /source/blender/draw | |
parent | dea8fb2beaed6282ec5baef80b3fd735198caff4 (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')
-rw-r--r-- | source/blender/draw/modes/shaders/object_grid_frag.glsl | 4 |
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; |