diff options
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_fx_lib.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_fx_lib.glsl | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_lib.glsl b/source/blender/gpu/shaders/gpu_shader_fx_lib.glsl index 1dc49b52be1..7aa6786d292 100644 --- a/source/blender/gpu/shaders/gpu_shader_fx_lib.glsl +++ b/source/blender/gpu/shaders/gpu_shader_fx_lib.glsl @@ -1,14 +1,17 @@ +uniform mat4 ProjectionMatrix; + /* simple depth reconstruction, see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer * we change the factors from the article to fit the OpennGL model. */ #ifdef PERSP_MATRIX + /* perspective camera code */ vec3 get_view_space_from_depth(in vec2 uvcoords, in vec3 viewvec_origin, in vec3 viewvec_diff, in float depth) { float d = 2.0 * depth - 1.0; - float zview = -gl_ProjectionMatrix[3][2] / (d + gl_ProjectionMatrix[2][2]); + float zview = -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]); return zview * (viewvec_origin + vec3(uvcoords, 0.0) * viewvec_diff); } @@ -18,7 +21,7 @@ vec4 get_view_space_z_from_depth(in vec4 near, in vec4 range, in vec4 depth) vec4 d = 2.0 * depth - vec4(1.0); /* return positive value, so sign differs! */ - return vec4(gl_ProjectionMatrix[3][2]) / (d + vec4(gl_ProjectionMatrix[2][2])); + return vec4(ProjectionMatrix[3][2]) / (d + vec4(ProjectionMatrix[2][2])); } #else |