[Bf-blender-cvs] [8950aa26151] master: Fix T64574 : Weird shadow mesh glitches in viewport

Clément Foucault noreply at git.blender.org
Tue May 14 13:58:02 CEST 2019


Commit: 8950aa26151338418fd1576f378042c924c649c1
Author: Clément Foucault
Date:   Tue May 14 13:57:41 2019 +0200
Branches: master
https://developer.blender.org/rB8950aa26151338418fd1576f378042c924c649c1

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 99410b41ce6..ce48138a80d 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 * (ModelMatrix * vec4(p, 1.0)))
-#define point_object_to_view(p) ((ViewMatrix * (ModelMatrix * vec4(p, 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)



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