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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.glsl5
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);