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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl index 474f3254389..9598f8b2814 100644 --- a/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl @@ -17,6 +17,11 @@ void main() vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); + /* HACK: to avoid loosing sub pixel object in selections, we add a bit of randomness to the + * wire to at least create one fragment that will pass the occlusion query. */ + /* TODO(fclem) Limit this workaround to selection. It's not very noticeable but still... */ + gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0); + stipple_coord = stipple_start = screen_position(gl_Position); #ifdef OBJECT_WIRE |