Refactor: GLSL: Cleanup Clip Space vs. NDC Space naming #105423

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Prakhar-Singh-Chouhan wants to merge 15 commits from (deleted):fix#105070 into main

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3 changed files with 3 additions and 3 deletions
Showing only changes of commit 287503f365 - Show all commits

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@ -21,7 +21,7 @@ void main()
thickness,
thick_time);
gl_Position = point_world_to_ndc(world_pos);
gl_Position = point_world_to_homogenous(world_pos);
view_clipping_distances(world_pos);
}

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@ -11,7 +11,7 @@ void main()
float world_radius;
pointcloud_get_pos_nor_radius(world_pos, world_nor, world_radius);
gl_Position = point_world_to_ndc(world_pos);
gl_Position = point_world_to_homogenous(world_pos);
#ifdef CONSERVATIVE_RASTER
/* Avoid expense of geometry shader by ensuring rastered pointcloud primitive

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@ -8,7 +8,7 @@ void main()
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
gl_Position = point_world_to_homogenous(world_pos);
view_clipping_distances(world_pos);
}