diff options
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl index 374fb50af75..a50bc5e6e68 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_vert.glsl @@ -74,7 +74,7 @@ void main() finalColor = EDIT_MESH_facedot_color(norAndFlag.w); /* Bias Facedot Z position in clipspace. */ - gl_Position.z -= (ProjectionMatrix[3][3] == 0.0) ? 0.00035 : 1e-6; + gl_Position.z -= (drw_view.winmat[3][3] == 0.0) ? 0.00035 : 1e-6; gl_PointSize = sizeFaceDot; bool occluded = test_occlusion(); @@ -87,7 +87,7 @@ void main() /* Facing based color blend */ vec3 vpos = point_world_to_view(world_pos); vec3 view_normal = normalize(normal_object_to_view(vnor) + 1e-4); - vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) ? normalize(vpos) : vec3(0.0, 0.0, 1.0); + vec3 view_vec = (drw_view.winmat[3][3] == 0.0) ? normalize(vpos) : vec3(0.0, 0.0, 1.0); float facing = dot(view_vec, view_normal); facing = 1.0 - abs(facing) * 0.2; |