diff options
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl index d189ab1b72c..7af2e0b3427 100644 --- a/source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/overlay_wireframe_vert.glsl @@ -96,7 +96,7 @@ void main() wofs = normal_world_to_view(wofs); /* Push vertex half a pixel (maximum) in normal direction. */ - gl_Position.xy += wofs.xy * drw_view.viewport_size_inverse * gl_Position.w; + gl_Position.xy += wofs.xy * sizeViewportInv * gl_Position.w; /* Push the vertex towards the camera. Helps a bit. */ gl_Position.z -= facing_ratio * curvature * 1.0e-6 * gl_Position.w; @@ -136,8 +136,7 @@ void main() #ifdef SELECT_EDGES /* 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. */ - 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 view_clipping_distances(wpos); |