From f3ea8cd60876e499b664e12eec24d163136c04ba Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Tue, 24 Mar 2020 17:50:17 +0100 Subject: Overlay: Wireframe: Make facing ratio offset depends on gl_Position.w This makes the offset dependent of the actual near and far clip distances. --- source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl b/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl index 1abac302cda..001c128e4ac 100644 --- a/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/wireframe_vert.glsl @@ -122,7 +122,7 @@ 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 * 4.0e-5; + gl_Position.z -= facing_ratio * curvature * 1.0e-5 * gl_Position.w; /* Convert to screen position [0..sizeVp]. */ edgeStart = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy; -- cgit v1.2.3