Commit: c5eceb35829560dcb7e31e0c41bf59ea4feec0c0 Author: Clément Foucault Date: Thu Jun 27 17:01:28 2019 +0200 Branches: master https://developer.blender.org/rBc5eceb35829560dcb7e31e0c41bf59ea4feec0c0
Cleanup: EditMode: Remove uneeded shader depth bias The bias is done using the DRWView now, no need to double it. =================================================================== M source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl =================================================================== diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl index fabc317cf4f..af0a47f1858 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl @@ -1,7 +1,6 @@ uniform float faceAlphaMod; uniform ivec4 dataMask = ivec4(0xFF); -uniform float ofs; in ivec4 data; in vec3 pos; @@ -23,24 +22,13 @@ void main() GPU_INTEL_VERTEX_SHADER_WORKAROUND vec3 world_pos = point_object_to_world(pos); - -#if !defined(FACE) - /* TODO override the ViewProjection Matrix for this case. */ - mat4 projmat = ProjectionMatrix; - projmat[3][2] -= ofs; - - gl_Position = projmat * (ViewMatrix * vec4(world_pos, 1.0)); -#else - gl_Position = point_world_to_ndc(world_pos); -#endif ivec4 m_data = data & dataMask; #if defined(VERT) finalColor = EDIT_MESH_vertex_color(m_data.y); gl_PointSize = sizeVertex * 2.0; - gl_Position.z -= 3e-5 * ((ProjectionMatrix[3][3] == 0.0) ? 1.0 : 0.0); /* Make selected and active vertex always on top. */ if ((data.x & VERT_SELECTED) != 0) { gl_Position.z -= 1e-7; _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs