[Bf-blender-cvs] [c5eceb35829] master: Cleanup: EditMode: Remove uneeded shader depth bias

Clément Foucault noreply at git.blender.org
Thu Jun 27 17:02:34 CEST 2019


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;



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