diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
3 files changed, 16 insertions, 25 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl index 68e11f7414c..4243d0ef870 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl @@ -1,6 +1,4 @@ -uniform mat4 ModelViewProjectionMatrix; -uniform mat4 ModelViewMatrix; #ifndef USE_ATTR uniform mat4 ModelMatrix; uniform mat4 ModelMatrixInverse; @@ -55,21 +53,19 @@ void main() hairThickness, hairThickTime); - gl_Position = ViewProjectionMatrix * vec4(pos, 1.0); - viewPosition = (ViewMatrix * vec4(pos, 1.0)).xyz; - worldPosition = pos; hairTangent = normalize(hairTangent); worldNormal = cross(binor, hairTangent); - viewNormal = mat3(ViewMatrix) * worldNormal; + worldPosition = pos; #else - gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); worldPosition = point_object_to_world(pos); - viewPosition = point_world_to_view(worldPosition); - worldNormal = normalize(normal_object_to_world(nor)); +#endif + /* No need to normalize since this is just a rotation. */ viewNormal = normal_world_to_view(worldNormal); -#endif + + viewPosition = point_world_to_view(worldPosition); + gl_Position = point_world_to_ndc(worldPosition); /* Used for planar reflections */ gl_ClipDistance[0] = dot(vec4(worldPosition, 1.0), ClipPlanes[0]); diff --git a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl index 9196253478a..883862855f3 100644 --- a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl @@ -19,25 +19,23 @@ void main() { #ifdef HAIR_SHADER float time, thick_time, thickness; - vec3 pos, tan, binor; + vec3 worldPosition, tan, binor; hair_get_pos_tan_binor_time((ProjectionMatrix[3][3] == 0.0), ModelMatrixInverse, ViewMatrixInverse[3].xyz, ViewMatrixInverse[2].xyz, - pos, + worldPosition, tan, binor, time, thickness, thick_time); - - gl_Position = ViewProjectionMatrix * vec4(pos, 1.0); - vec4 worldPosition = vec4(pos, 1.0); #else - gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); - vec4 worldPosition = (ModelMatrix * vec4(pos, 1.0)); + vec3 worldPosition = point_object_to_world(pos); #endif + gl_Position = point_world_to_ndc(worldPosition); + #ifdef CLIP_PLANES gl_ClipDistance[0] = dot(vec4(worldPosition.xyz, 1.0), ClipPlanes[0]); #endif diff --git a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl index baaa43d84b8..4f59725fcf8 100644 --- a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl @@ -1,10 +1,6 @@ -uniform mat4 ModelViewProjectionMatrix; -#ifdef MESH_SHADER -uniform mat4 ModelViewMatrix; -# ifndef USE_ATTR +#ifndef USE_ATTR uniform mat4 ModelMatrix; -# endif #endif in vec3 pos; @@ -19,10 +15,11 @@ out vec3 viewNormal; void main() { - gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); + vec3 world_pos = point_object_to_world(pos); + gl_Position = point_world_to_ndc(world_pos); #ifdef MESH_SHADER - viewPosition = (ModelViewMatrix * vec4(pos, 1.0)).xyz; - worldPosition = (ModelMatrix * vec4(pos, 1.0)).xyz; + worldPosition = world_pos; + viewPosition = point_world_to_view(worldPosition); worldNormal = normalize(normal_object_to_world(nor)); /* No need to normalize since this is just a rotation. */ |