#70267 Retopology Overlay #104599
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@ -89,9 +89,8 @@ void main()
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#if !defined(FACE)
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/* Facing based color blend */
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vec3 vpos = point_world_to_view(world_pos);
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vec3 view_normal = normalize(normal_object_to_view(vnor) + 1e-4);
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vec3 view_vec = (drw_view.winmat[3][3] == 0.0) ? normalize(vpos) : vec3(0.0, 0.0, 1.0);
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vec3 view_vec = (drw_view.winmat[3][3] == 0.0) ? normalize(view_pos) : vec3(0.0, 0.0, 1.0);
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float facing = dot(view_vec, view_normal);
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facing = 1.0 - abs(facing) * 0.2;
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@ -131,15 +131,13 @@ void main()
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#if !defined(FACE)
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/* Facing based color blend */
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vec3 vpos0 = point_world_to_view(world_pos0);
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vec3 view_normal0 = normalize(normal_object_to_view(in_vnor0) + 1e-4);
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vec3 view_vec0 = (ProjectionMatrix[3][3] == 0.0) ? normalize(vpos0) : vec3(0.0, 0.0, 1.0);
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vec3 view_vec0 = (ProjectionMatrix[3][3] == 0.0) ? normalize(view_pos0) : vec3(0.0, 0.0, 1.0);
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float facing0 = dot(view_vec0, view_normal0);
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facing0 = 1.0 - abs(facing0) * 0.2;
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vec3 vpos1 = point_world_to_view(world_pos1);
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vec3 view_normal1 = normalize(normal_object_to_view(in_vnor1) + 1e-4);
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vec3 view_vec1 = (ProjectionMatrix[3][3] == 0.0) ? normalize(vpos1) : vec3(0.0, 0.0, 1.0);
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vec3 view_vec1 = (ProjectionMatrix[3][3] == 0.0) ? normalize(view_pos1) : vec3(0.0, 0.0, 1.0);
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float facing1 = dot(view_vec1, view_normal1);
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facing1 = 1.0 - abs(facing1) * 0.2;
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