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Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl8
1 files changed, 3 insertions, 5 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
index 4a9b0ae3b7d..c24c335189e 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -1,6 +1,4 @@
-uniform vec3 OrcoTexCoFactors[2];
-
uniform sampler2D depthBuffer;
uniform sampler3D densityTexture;
@@ -216,13 +214,13 @@ void main()
vs_ray_dir /= abs(vs_ray_dir.z);
/* TODO(fclem) Precompute the matrix/ */
- vec3 ls_ray_dir = mat3(ViewMatrixInverse) * vs_ray_dir * OrcoTexCoFactors[1] * 2.0;
+ vec3 ls_ray_dir = mat3(ViewMatrixInverse) * vs_ray_dir * OrcoTexCoFactors[1].xyz * 2.0;
ls_ray_dir = mat3(ModelMatrixInverse) * ls_ray_dir;
vec3 ls_ray_ori = point_view_to_object(vs_ray_ori);
vec3 ls_ray_end = point_view_to_object(vs_ray_end);
- ls_ray_ori = (OrcoTexCoFactors[0] + ls_ray_ori * OrcoTexCoFactors[1]) * 2.0 - 1.0;
- ls_ray_end = (OrcoTexCoFactors[0] + ls_ray_end * OrcoTexCoFactors[1]) * 2.0 - 1.0;
+ ls_ray_ori = (OrcoTexCoFactors[0].xyz + ls_ray_ori * OrcoTexCoFactors[1].xyz) * 2.0 - 1.0;
+ ls_ray_end = (OrcoTexCoFactors[0].xyz + ls_ray_end * OrcoTexCoFactors[1].xyz) * 2.0 - 1.0;
/* TODO: Align rays to volume center so that it mimics old behaviour of slicing the volume. */