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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_extra_wire_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/overlay_extra_wire_vert.glsl | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_extra_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_extra_wire_vert.glsl index cd217021e8f..efa4e4706f3 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_extra_wire_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_extra_wire_vert.glsl @@ -16,8 +16,7 @@ void main() /* HACK: to avoid losing 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 += drw_view.viewport_size_inverse * gl_Position.w * - ((gl_VertexID % 2 == 0) ? -1.0 : 1.0); + gl_Position.xy += sizeViewportInv * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0); #endif stipple_coord = stipple_start = screen_position(gl_Position); |