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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.glsl5
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