From 0b57ecc665cdf37f1e24bfb293fa56c2279aac0f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Sun, 29 Mar 2020 20:37:44 +0200 Subject: Overlay: Edit Mesh: Make offset depth dependent (w.r.t depth precision) The previous offset was done in view space. It is now done in NDC space to avoid differences when adjusting the near/far plane distances. --- source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'source/blender') diff --git a/source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl index 768b0596d17..84dbf85816f 100644 --- a/source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl @@ -48,10 +48,10 @@ void main() gl_PointSize = sizeVertex * 2.0; /* Make selected and active vertex always on top. */ if ((data.x & VERT_SELECTED) != 0) { - gl_Position.z -= 1e-7; + gl_Position.z -= 5e-7 * abs(gl_Position.w); } if ((data.x & VERT_ACTIVE) != 0) { - gl_Position.z -= 1e-7; + gl_Position.z -= 5e-7 * abs(gl_Position.w); } bool occluded = test_occlusion(); -- cgit v1.2.3