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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl
index 31369e0c3df..4d79fab718f 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_sphere_outline_vert.glsl
@@ -13,10 +13,10 @@ void main()
vec4 bone_color, state_color;
mat4 model_mat = extract_matrix_packed_data(inst_obmat, state_color, bone_color);
- mat4 model_view_matrix = ViewMatrix * model_mat;
+ mat4 model_view_matrix = drw_view.viewmat * model_mat;
mat4 sphereMatrix = inverse(model_view_matrix);
- bool is_persp = (ProjectionMatrix[3][3] == 0.0);
+ bool is_persp = (drw_view.winmat[3][3] == 0.0);
/* This is the local space camera ray (not normalize).
* In perspective mode it's also the viewspace position
@@ -58,8 +58,8 @@ void main()
vec3 cam_pos0 = x_axis * pos.x + y_axis * pos.y + z_axis * z_ofs;
vec4 V = model_view_matrix * vec4(cam_pos0, 1.0);
- gl_Position = ProjectionMatrix * V;
- vec4 center = ProjectionMatrix * vec4(model_view_matrix[3].xyz, 1.0);
+ gl_Position = drw_view.winmat * V;
+ vec4 center = drw_view.winmat * vec4(model_view_matrix[3].xyz, 1.0);
/* Offset away from the center to avoid overlap with solid shape. */
vec2 ofs_dir = normalize(proj(gl_Position) - proj(center));