Refactor: GLSL: Cleanup Clip Space vs. NDC Space naming #105423
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@ -21,7 +21,7 @@ void main()
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thickness,
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thickness,
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thick_time);
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thick_time);
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gl_Position = point_world_to_ndc(world_pos);
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gl_Position = point_world_to_homogenous(world_pos);
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view_clipping_distances(world_pos);
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view_clipping_distances(world_pos);
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}
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}
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@ -11,7 +11,7 @@ void main()
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float world_radius;
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float world_radius;
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pointcloud_get_pos_nor_radius(world_pos, world_nor, world_radius);
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pointcloud_get_pos_nor_radius(world_pos, world_nor, world_radius);
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gl_Position = point_world_to_ndc(world_pos);
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gl_Position = point_world_to_homogenous(world_pos);
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#ifdef CONSERVATIVE_RASTER
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#ifdef CONSERVATIVE_RASTER
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/* Avoid expense of geometry shader by ensuring rastered pointcloud primitive
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/* Avoid expense of geometry shader by ensuring rastered pointcloud primitive
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@ -8,7 +8,7 @@ void main()
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vec3 world_pos = point_object_to_world(pos);
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vec3 world_pos = point_object_to_world(pos);
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gl_Position = point_world_to_ndc(world_pos);
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gl_Position = point_world_to_homogenous(world_pos);
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view_clipping_distances(world_pos);
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view_clipping_distances(world_pos);
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}
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}
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