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authorClément Foucault <foucault.clem@gmail.com>2019-05-14 14:57:41 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-14 14:57:41 +0300
commit8950aa26151338418fd1576f378042c924c649c1 (patch)
treee0523dac46fad2c6acdf0607edb66b8ad0a5c95c /source
parentbf45a46f814092cf8b03909ad2d30f4a17b62f10 (diff)
Fix T64574 : Weird shadow mesh glitches in viewport
This is not the most clean but this is what is needed to make point_object_to_ndc equivalent to point_object_to_world + point_world_to_ndc
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/modes/shaders/common_view_lib.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/modes/shaders/common_view_lib.glsl b/source/blender/draw/modes/shaders/common_view_lib.glsl
index 99410b41ce6..ce48138a80d 100644
--- a/source/blender/draw/modes/shaders/common_view_lib.glsl
+++ b/source/blender/draw/modes/shaders/common_view_lib.glsl
@@ -39,8 +39,8 @@ uniform mat4 ModelMatrixInverse;
#define normal_world_to_object(n) (transpose(mat3(ModelMatrix)) * n)
#define normal_world_to_view(n) (mat3(ViewMatrix) * n)
-#define point_object_to_ndc(p) (ViewProjectionMatrix * (ModelMatrix * vec4(p, 1.0)))
-#define point_object_to_view(p) ((ViewMatrix * (ModelMatrix * vec4(p, 1.0))).xyz)
+#define point_object_to_ndc(p) (ViewProjectionMatrix * vec4(ModelMatrix * vec4(p, 1.0)).xyz, 1.0))
+#define point_object_to_view(p) ((ViewMatrix * vec4(ModelMatrix * vec4(p, 1.0)).xyz, 1.0)).xyz)
#define point_object_to_world(p) ((ModelMatrix * vec4(p, 1.0)).xyz)
#define point_view_to_ndc(p) (ProjectionMatrix * vec4(p, 1.0))
#define point_view_to_object(p) ((ModelMatrixInverse * (ViewMatrixInverse * vec4(p, 1.0))).xyz)