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Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl7
1 files changed, 3 insertions, 4 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl
index 87d04144cde..d0d52c8485b 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl
@@ -23,12 +23,12 @@ void cavity_compute(vec2 screenco,
float depth = texture(depthBuffer, screenco).x;
- /* Early out if background and infront. */
+ /* Early out if background and in front. */
if (depth == 1.0 || depth == 0.0) {
return;
}
- vec3 position = view_position_from_depth(screenco, depth, world_data.viewvecs, ProjectionMatrix);
+ vec3 position = get_view_space_from_depth(screenco, depth);
vec3 normal = workbench_normal_decode(texture(normalBuffer, screenco));
vec2 jitter_co = (screenco * world_data.viewport_size.xy) * world_data.cavity_jitter_scale;
@@ -68,8 +68,7 @@ void cavity_compute(vec2 screenco,
bool is_background = (s_depth == 1.0);
/* This trick provide good edge effect even if no neighbor is found. */
s_depth = (is_background) ? depth : s_depth;
- vec3 s_pos = view_position_from_depth(
- uvcoords, s_depth, world_data.viewvecs, ProjectionMatrix);
+ vec3 s_pos = get_view_space_from_depth(uvcoords, s_depth);
if (is_background) {
s_pos.z -= world_data.cavity_distance;