diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-02-14 05:50:15 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-02-14 07:22:58 +0300 |
commit | 7280d9d1e41df9596608af77dc206573ed2d3e7a (patch) | |
tree | 7e077949d705f1408632c400801f673fe2b15922 /source/blender/draw | |
parent | c12b29e8849f9e29486e29bad2597b82e502c277 (diff) |
DRW: Increase weight paint wire depth bias
By default wire would z-fight against the surface.
Increase the bias, also don't adjust the 'w' component
since it causes bias that depends on the view direction.
Diffstat (limited to 'source/blender/draw')
-rw-r--r-- | source/blender/draw/modes/shaders/paint_wire_vert.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/modes/shaders/paint_wire_vert.glsl b/source/blender/draw/modes/shaders/paint_wire_vert.glsl index 7acd4fa6c1f..64b58fb3673 100644 --- a/source/blender/draw/modes/shaders/paint_wire_vert.glsl +++ b/source/blender/draw/modes/shaders/paint_wire_vert.glsl @@ -19,7 +19,7 @@ void main() gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); /* Add offset in Z to avoid zfighting and render selected wires on top. */ /* TODO scale this bias using znear and zfar range. */ - gl_Position.zw -= exp2(-20.0) * (is_select ? 2.0 : 1.0); + gl_Position.z -= (is_select ? 2e-4 : 1e-4); if (is_hidden) { gl_Position = vec4(-2.0, -2.0, -2.0, 1.0); |