diff options
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl b/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl index 21f8bcf1791..a2fa82d151e 100644 --- a/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl @@ -105,7 +105,7 @@ void main() vec3 wnor = normalize(normal_object_to_world(nor)); bool is_persp = (ProjectionMatrix[3][3] == 0.0); - vec3 V = (is_persp) ? normalize(ViewMatrixInverse[3].xyz - wpos) : ViewMatrix[2].xyz; + vec3 V = (is_persp) ? normalize(ViewMatrixInverse[3].xyz - wpos) : ViewMatrixInverse[2].xyz; float facing = dot(wnor, V); float facing_ratio = clamp(1.0 - facing * facing, 0.0, 1.0); @@ -120,7 +120,7 @@ void main() gl_Position.xy += wofs.xy * sizeViewportInv.xy * gl_Position.w; /* Push the vertex towards the camera. Helps a bit. */ - gl_Position.z -= facing_ratio * curvature * 1e-4; + gl_Position.z -= facing_ratio * curvature * 4.0e-5; /* Convert to screen position [0..sizeVp]. */ edgeStart = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy; |