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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_image_vert.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_image_vert.glsl29
1 files changed, 29 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_image_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_image_vert.glsl
new file mode 100644
index 00000000000..45cddb3610d
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/overlay_image_vert.glsl
@@ -0,0 +1,29 @@
+
+#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+void main()
+{
+ vec3 world_pos = point_object_to_world(pos);
+ if (isCameraBackground) {
+ /* Model matrix converts to view position to avoid jittering (see T91398). */
+ gl_Position = point_view_to_ndc(world_pos);
+ /* Camera background images are not really part of the 3D space.
+ * It makes no sense to apply clipping on them. */
+ view_clipping_distances_bypass();
+ }
+ else {
+ gl_Position = point_world_to_ndc(world_pos);
+ view_clipping_distances(world_pos);
+ }
+
+ if (depthSet) {
+ /* Result in a position at 1.0 (far plane). Small epsilon to avoid precision issue.
+ * This mimics the effect of infinite projection matrix
+ * (see http://www.terathon.com/gdc07_lengyel.pdf). */
+ gl_Position.z = gl_Position.w - 2.4e-7;
+ view_clipping_distances_bypass();
+ }
+
+ uvs = pos.xy * 0.5 + 0.5;
+}