From 71799d46b4be335e2e0f62fb345e8e549503c50c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Thu, 14 Oct 2021 11:27:30 +0200 Subject: Fix T91398 Overlay: Camera BG jitter offset (regression) This was caused by camera background being rendered in world space, causing floating point imprecision issues when camera was far from origin. Adding a uniform to change vertex shader to process everything in viewspace to fix the problem. --- source/blender/draw/engines/overlay/shaders/image_vert.glsl | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) (limited to 'source/blender/draw/engines/overlay/shaders/image_vert.glsl') diff --git a/source/blender/draw/engines/overlay/shaders/image_vert.glsl b/source/blender/draw/engines/overlay/shaders/image_vert.glsl index 621e1d8068b..a44ea7081ba 100644 --- a/source/blender/draw/engines/overlay/shaders/image_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/image_vert.glsl @@ -1,5 +1,6 @@ uniform bool depthSet; +uniform bool isCameraBackground; in vec3 pos; @@ -7,8 +8,14 @@ out vec2 uvs; void main() { - vec3 world_pos = point_object_to_world(pos); - gl_Position = point_world_to_ndc(world_pos); + if (isCameraBackground) { + vec3 vP = (ModelMatrix * vec4(pos, 1.0)).xyz; + gl_Position = point_view_to_ndc(vP); + } + else { + vec3 world_pos = point_object_to_world(pos); + gl_Position = point_world_to_ndc(world_pos); + } if (depthSet) { /* Result in a position at 1.0 (far plane). Small epsilon to avoid precision issue. -- cgit v1.2.3