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Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl4
-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
8 files changed, 12 insertions, 14 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index 6538821b671..942ab5502c7 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -329,7 +329,6 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
DRW_shgroup_uniform_texture_ref(grp, "probeCubes", &lcache->cube_tx.tex);
DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- DRW_shgroup_uniform_vec3(grp, "screen_vecs", DRW_viewport_screenvecs_get(), 2);
DRW_shgroup_uniform_float_copy(
grp, "sphere_size", scene_eval->eevee.gi_cubemap_draw_size * 0.5f);
/* TODO(fclem): get rid of those UBO. */
@@ -353,7 +352,6 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat
DRW_shgroup_uniform_vec3(shgrp, "increment_x", egrid->increment_x, 1);
DRW_shgroup_uniform_vec3(shgrp, "increment_y", egrid->increment_y, 1);
DRW_shgroup_uniform_vec3(shgrp, "increment_z", egrid->increment_z, 1);
- DRW_shgroup_uniform_vec3(shgrp, "screen_vecs", DRW_viewport_screenvecs_get(), 2);
DRW_shgroup_uniform_texture_ref(shgrp, "irradianceGrid", &lcache->grid_tx.tex);
DRW_shgroup_uniform_float_copy(
shgrp, "sphere_size", scene_eval->eevee.gi_irradiance_draw_size * 0.5f);
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl
index 1c32a5975be..d1da9873228 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl
@@ -15,7 +15,6 @@ layout(std140) uniform probe_block
};
uniform float sphere_size;
-uniform vec3 screen_vecs[2];
flat out int pid;
out vec2 quadCoord;
@@ -36,7 +35,8 @@ void main()
quadCoord = pos[vert_id];
vec3 ws_location = probes_data[pid].position_type.xyz;
- vec3 screen_pos = screen_vecs[0] * quadCoord.x + screen_vecs[1] * quadCoord.y;
+ vec3 screen_pos = ViewMatrixInverse[0].xyz * quadCoord.x +
+ ViewMatrixInverse[1].xyz * quadCoord.y;
ws_location += screen_pos * sphere_size;
gl_Position = ProjectionMatrix * (ViewMatrix * vec4(ws_location, 1.0));
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl
index c296d901880..b22d63de29e 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl
@@ -8,7 +8,6 @@ uniform vec3 corner;
uniform vec3 increment_x;
uniform vec3 increment_y;
uniform vec3 increment_z;
-uniform vec3 screen_vecs[2];
flat out int cellOffset;
out vec2 quadCoord;
@@ -39,7 +38,8 @@ void main()
increment_z * ls_cell_location.z);
quadCoord = pos[vert_id];
- vec3 screen_pos = screen_vecs[0] * quadCoord.x + screen_vecs[1] * quadCoord.y;
+ vec3 screen_pos = ViewMatrixInverse[0].xyz * quadCoord.x +
+ ViewMatrixInverse[1].xyz * quadCoord.y;
ws_cell_location += screen_pos * sphere_size;
gl_Position = ProjectionMatrix * (ViewMatrix * vec4(ws_cell_location, 1.0));
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;