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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl
index e3ddeb5c6a4..abaa814a4dc 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl
@@ -108,8 +108,8 @@ void main()
vec3 in_pos0 = vertex_fetch_attribute(base_vertex_id, pos, vec3);
vec3 in_pos1 = vertex_fetch_attribute(base_vertex_id + 1, pos, vec3);
- vec4 out_pos0 = ProjectionMatrix * (ViewMatrix * vec4(in_pos0, 1.0));
- vec4 out_pos1 = ProjectionMatrix * (ViewMatrix * vec4(in_pos1, 1.0));
+ vec4 out_pos0 = drw_view.winmat * (drw_view.viewmat * vec4(in_pos0, 1.0));
+ vec4 out_pos1 = drw_view.winmat * (drw_view.viewmat * vec4(in_pos1, 1.0));
/* Final calculations required for Geometry Shader alternative.
* We need to calculate values for each vertex position to correctly determine the final output
@@ -130,28 +130,28 @@ void main()
float line_size = float(lineThickness) * sizePixel;
if (quad_vertex_id == 0) {
- view_clipping_distances(out_pos0);
+ view_clipping_distances(out_pos0.xyz);
interp.color = finalColor_geom[0];
t = edge_dir * (line_size * (is_persp ? out_pos0.w : 1.0));
gl_Position = out_pos0 + vec4(t, 0.0, 0.0);
}
else if (quad_vertex_id == 1 || quad_vertex_id == 3) {
- view_clipping_distances(out_pos0);
+ view_clipping_distances(out_pos0.xyz);
interp.color = finalColor_geom[0];
t = edge_dir * (line_size * (is_persp ? out_pos0.w : 1.0));
gl_Position = out_pos0 - vec4(t, 0.0, 0.0);
}
else if (quad_vertex_id == 2 || quad_vertex_id == 5) {
- view_clipping_distances(out_pos1);
+ view_clipping_distances(out_pos1.xyz);
interp.color = finalColor_geom[1];
t = edge_dir * (line_size * (is_persp ? out_pos1.w : 1.0));
gl_Position = out_pos1 + vec4(t, 0.0, 0.0);
}
else if (quad_vertex_id == 4) {
- view_clipping_distances(out_pos1);
+ view_clipping_distances(out_pos1.xyz);
interp.color = finalColor_geom[1];
t = edge_dir * (line_size * (is_persp ? out_pos1.w : 1.0));