diff options
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.glsl | 8 |
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)); |