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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders')
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert_no_geom.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl2
8 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl
index 4d21ffd96b5..17aed643224 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_envelope_solid_vert.glsl
@@ -38,5 +38,5 @@ void main()
view_clipping_distances(sp);
vec4 pos_4d = vec4(sp, 1.0);
- gl_Position = drw_view.persmat * pos_4d;
+ gl_Position = drw_view.winmat * (drw_view.viewmat * pos_4d);
}
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl
index 68f7e75673f..2b5605c85d3 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_armature_shape_solid_vert.glsl
@@ -25,7 +25,7 @@ void main()
finalColor.a = 1.0;
vec4 world_pos = model_mat * vec4(pos, 1.0);
- gl_Position = drw_view.persmat * world_pos;
+ gl_Position = drw_view.winmat * (drw_view.viewmat * world_pos);
view_clipping_distances(world_pos.xyz);
}
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl
index 76a944c6987..caca123a0c2 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl
@@ -9,7 +9,7 @@ void main()
vec3 up = normalize(imat * screenVecs[1].xyz);
vec3 screen_pos = (right * pos.x + up * pos.z) * size;
vec4 pos_4d = ModelMatrix * vec4(local_pos + screen_pos, 1.0);
- gl_Position = drw_view.persmat * pos_4d;
+ gl_Position = drw_view.winmat * (drw_view.viewmat * pos_4d);
/* Manual stipple: one segment out of 2 is transparent. */
finalColor = ((gl_VertexID & 1) == 0) ? colorSkinRoot : vec4(0.0);
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl
index b43b1eb4a52..6a027f94f49 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_grid_vert.glsl
@@ -39,5 +39,5 @@ void main()
local_pos.z = clamp(local_pos.z, -1.0, 0.0);
}
- gl_Position = drw_view.persmat * vec4(real_pos, 1.0);
+ gl_Position = drw_view.winmat * (drw_view.viewmat * vec4(real_pos, 1.0));
}
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl
index e6281f75b8f..50c24de0838 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_line_vert.glsl
@@ -18,7 +18,7 @@ vec2 proj(vec4 pos)
void main()
{
- gl_Position = drw_view.persmat * vec4(pos, 1.0);
+ gl_Position = drw_view.winmat * (drw_view.viewmat * vec4(pos, 1.0));
interp.ss_pos = proj(gl_Position);
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 89878a63c4b..c83e7f095a7 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 = ViewProjectionMatrix * vec4(in_pos0, 1.0);
- vec4 out_pos1 = ViewProjectionMatrix * vec4(in_pos1, 1.0);
+ vec4 out_pos0 = ProjectionMatrix * (ViewMatrix * vec4(in_pos0, 1.0));
+ vec4 out_pos1 = ProjectionMatrix * (ViewMatrix * 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
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl
index 70892954cd8..7305d00c052 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_motion_path_point_vert.glsl
@@ -9,7 +9,7 @@
void main()
{
- gl_Position = drw_view.persmat * vec4(pos, 1.0);
+ gl_Position = drw_view.winmat * (drw_view.viewmat * vec4(pos, 1.0));
gl_PointSize = float(pointSize + 2);
int frame = gl_VertexID + cacheStart;
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl
index 92be9ec3bcb..a575d42231e 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_outline_prepass_gpencil_frag.glsl
@@ -25,7 +25,7 @@ void main()
bool is_persp = drw_view.winmat[3][3] == 0.0;
vec2 uvs = vec2(gl_FragCoord.xy) * drw_view.viewport_size_inverse;
vec3 pos_ndc = vec3(uvs, gl_FragCoord.z) * 2.0 - 1.0;
- vec4 pos_world = drw_view.persinv * vec4(pos_ndc, 1.0);
+ vec4 pos_world = drw_view.viewinv * (drw_view.wininv * vec4(pos_ndc, 1.0));
vec3 pos = pos_world.xyz / pos_world.w;
vec3 ray_ori = pos;