[Bf-blender-cvs] [9bb42de8287] master: Fix T64574 : Weird shadow mesh glitches in viewport
Clément Foucault
noreply at git.blender.org
Tue May 14 14:07:23 CEST 2019
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)
More information about the Bf-blender-cvs
mailing list