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Diffstat (limited to 'source/blender/draw/engines/overlay')
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_skin_root_vert.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_extra_groundline_vert.glsl2
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_extra_vert.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_grid_frag.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl2
5 files changed, 8 insertions, 8 deletions
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 caca123a0c2..ce1ee8ca448 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
@@ -5,8 +5,8 @@
void main()
{
mat3 imat = mat3(ModelMatrixInverse);
- vec3 right = normalize(imat * screenVecs[0].xyz);
- vec3 up = normalize(imat * screenVecs[1].xyz);
+ vec3 right = normalize(imat * ViewMatrixInverse[0].xyz);
+ vec3 up = normalize(imat * ViewMatrixInverse[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.winmat * (drw_view.viewmat * pos_4d);
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_extra_groundline_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_extra_groundline_vert.glsl
index ff7aae523e7..bc8ba710d3b 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_extra_groundline_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_extra_groundline_vert.glsl
@@ -7,7 +7,7 @@ void main()
finalColor = colorLight;
/* Relative to DPI scaling. Have constant screen size. */
- vec3 screen_pos = screenVecs[0].xyz * pos.x + screenVecs[1].xyz * pos.y;
+ vec3 screen_pos = ViewMatrixInverse[0].xyz * pos.x + ViewMatrixInverse[1].xyz * pos.y;
vec3 p = inst_pos;
p.z *= (pos.z == 0.0) ? 0.0 : 1.0;
float screen_size = mul_project_m4_v3_zfac(p) * sizePixel;
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_extra_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_extra_vert.glsl
index acaf04219c0..269da0fd196 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_extra_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_extra_vert.glsl
@@ -171,14 +171,14 @@ void main()
vec3 world_pos;
if ((vclass & VCLASS_SCREENSPACE) != 0) {
/* Relative to DPI scaling. Have constant screen size. */
- vec3 screen_pos = screenVecs[0].xyz * vpos.x + screenVecs[1].xyz * vpos.y;
+ vec3 screen_pos = ViewMatrixInverse[0].xyz * vpos.x + ViewMatrixInverse[1].xyz * vpos.y;
vec3 p = (obmat * vec4(vofs, 1.0)).xyz;
float screen_size = mul_project_m4_v3_zfac(p) * sizePixel;
world_pos = p + screen_pos * screen_size;
}
else if ((vclass & VCLASS_SCREENALIGNED) != 0) {
/* World sized, camera facing geometry. */
- vec3 screen_pos = screenVecs[0].xyz * vpos.x + screenVecs[1].xyz * vpos.y;
+ vec3 screen_pos = ViewMatrixInverse[0].xyz * vpos.x + ViewMatrixInverse[1].xyz * vpos.y;
world_pos = (obmat * vec4(vofs, 1.0)).xyz + screen_pos;
}
else {
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_grid_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_grid_frag.glsl
index 2c81966fe50..b401c3e7b2e 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_grid_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_grid_frag.glsl
@@ -95,9 +95,9 @@ void main()
}
if (flag_test(grid_flag, SHOW_GRID)) {
- /* Using `max(dot(dFdxPos, screenVecs[0]), dot(dFdyPos, screenVecs[1]))`
+ /* Using `max(dot(dFdxPos, ViewMatrixInverse[0]), dot(dFdyPos, ViewMatrixInverse[1]))`
* would be more accurate, but not really necessary. */
- float grid_res = dot(dFdxPos, screenVecs[0].xyz);
+ float grid_res = dot(dFdxPos, ViewMatrixInverse[0].xyz);
/* The grid begins to appear when it comprises 4 pixels. */
grid_res *= 4;
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl b/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl
index 48038d0ca17..2c2d3199e45 100644
--- a/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/overlay_particle_vert.glsl
@@ -28,7 +28,7 @@ void main()
if ((vclass & VCLASS_SCREENALIGNED) != 0) {
/* World sized, camera facing geometry. */
- world_pos += (screenVecs[0].xyz * pos.x + screenVecs[1].xyz * pos.y) * draw_size;
+ world_pos += (ViewMatrixInverse[0].xyz * pos.x + ViewMatrixInverse[1].xyz * pos.y) * draw_size;
}
else {
world_pos += rotate(pos, part_rot) * draw_size;