Commit: 9bb42de82878f69b4066167ec8bdc9760b59d2eb Author: Clément Foucault Date: Tue May 14 13:57:41 2019 +0200 Branches: master https://developer.blender.org/rB9bb42de82878f69b4066167ec8bdc9760b59d2eb
Fix T64574 : Weird shadow mesh glitches in viewport This is not the most clean but this is what is needed to make point_object_to_ndc equivalent to point_object_to_world + point_world_to_ndc =================================================================== M source/blender/draw/modes/shaders/common_view_lib.glsl =================================================================== diff --git a/source/blender/draw/modes/shaders/common_view_lib.glsl b/source/blender/draw/modes/shaders/common_view_lib.glsl index ce48138a80d..79ac351912d 100644 --- a/source/blender/draw/modes/shaders/common_view_lib.glsl +++ b/source/blender/draw/modes/shaders/common_view_lib.glsl @@ -39,8 +39,8 @@ uniform mat4 ModelMatrixInverse; #define normal_world_to_object(n) (transpose(mat3(ModelMatrix)) * n) #define normal_world_to_view(n) (mat3(ViewMatrix) * n) -#define point_object_to_ndc(p) (ViewProjectionMatrix * vec4(ModelMatrix * vec4(p, 1.0)).xyz, 1.0)) -#define point_object_to_view(p) ((ViewMatrix * vec4(ModelMatrix * vec4(p, 1.0)).xyz, 1.0)).xyz) +#define point_object_to_ndc(p) (ViewProjectionMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0)) +#define point_object_to_view(p) ((ViewMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0)).xyz) #define point_object_to_world(p) ((ModelMatrix * vec4(p, 1.0)).xyz) #define point_view_to_ndc(p) (ProjectionMatrix * vec4(p, 1.0)) #define point_view_to_object(p) ((ModelMatrixInverse * (ViewMatrixInverse * vec4(p, 1.0))).xyz) _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org https://lists.blender.org/mailman/listinfo/bf-blender-cvs