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author | Omar Emara <mail@OmarEmara.dev> | 2022-06-14 10:01:36 +0300 |
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committer | Omar Emara <mail@OmarEmara.dev> | 2022-06-14 10:01:36 +0300 |
commit | 59f5d10d73f6d5730ceb17161eb04b1854ff98fc (patch) | |
tree | 29237442b38266ab2d26726cc39c951677b63193 /source/blender/gpu/shaders | |
parent | 67650fb999e0dff16281775866aa08235c441048 (diff) | |
parent | 827fa8176737f822b7f8d2354b05e59976c7101a (diff) |
Merge branch 'master' into temp-viewport-compositor-merge
Diffstat (limited to 'source/blender/gpu/shaders')
3 files changed, 9 insertions, 7 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl index 4962fb01c88..b0da035ef09 100644 --- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl @@ -5,7 +5,7 @@ void main() float dist_squared = dot(centered, centered); const float rad_squared = 0.25; - // round point with jaggy edges + /* Round point with jaggy edges. */ if (dist_squared > rad_squared) { discard; } diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_camera.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_camera.glsl index ff84a0a334c..b1a29833d77 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_camera.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_camera.glsl @@ -1,6 +1,8 @@ void camera(out vec3 outview, out float outdepth, out float outdist) { - outdepth = abs(transform_point(ViewMatrix, g_data.P).z); - outdist = distance(g_data.P, cameraPos); - outview = normalize(g_data.P - cameraPos); + vec3 vP = transform_point(ViewMatrix, g_data.P); + vP.z = -vP.z; + outdepth = abs(vP.z); + outdist = length(vP); + outview = normalize(vP); } diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl index 4c9ff31622f..fed7ac7df66 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl @@ -1,6 +1,6 @@ #pragma BLENDER_REQUIRE(gpu_shader_material_tangent.glsl) -void node_geometry(vec3 orco, +void node_geometry(vec3 orco_attr, out vec3 position, out vec3 normal, out vec3 tangent, @@ -21,8 +21,8 @@ void node_geometry(vec3 orco, tangent = g_data.curve_T; } else { - tangent_orco_z(orco, orco); - node_tangent(orco, tangent); + tangent_orco_z(orco_attr, orco_attr); + node_tangent(orco_attr, tangent); } parametric = vec3(g_data.barycentric_coords, 0.0); |