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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
void main()
{
vec3 world_pos = point_object_to_world(pos);
if (isCameraBackground) {
/* Model matrix converts to view position to avoid jittering (see T91398). */
gl_Position = point_view_to_ndc(world_pos);
/* Camera background images are not really part of the 3D space.
* It makes no sense to apply clipping on them. */
view_clipping_distances_bypass();
}
else {
gl_Position = point_world_to_ndc(world_pos);
view_clipping_distances(world_pos);
}
if (depthSet) {
/* Result in a position at 1.0 (far plane). Small epsilon to avoid precision issue.
* This mimics the effect of infinite projection matrix
* (see http://www.terathon.com/gdc07_lengyel.pdf). */
gl_Position.z = gl_Position.w - 2.4e-7;
view_clipping_distances_bypass();
}
uvs = pos.xy * 0.5 + 0.5;
}
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