Refactor: GLSL: Cleanup Clip Space vs. NDC Space naming #105423
|
@ -86,8 +86,6 @@ void main()
|
||||||
vec3 view_pos1 = point_world_to_view(world_pos1);
|
vec3 view_pos1 = point_world_to_view(world_pos1);
|
||||||
vec4 out_pos0 = point_world_to_homogenous(world_pos0);
|
vec4 out_pos0 = point_world_to_homogenous(world_pos0);
|
||||||
fclem marked this conversation as resolved
|
|||||||
vec4 out_pos1 = point_world_to_homogenous(world_pos1);
|
vec4 out_pos1 = point_world_to_homogenous(world_pos1);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/* Offset Z position for retopology overlay. */
|
/* Offset Z position for retopology overlay. */
|
||||||
out_pos0.z += get_homogenous_z_offset(view_pos0.z, out_pos0.w, retopologyOffset);
|
out_pos0.z += get_homogenous_z_offset(view_pos0.z, out_pos0.w, retopologyOffset);
|
||||||
|
|
Loading…
Reference in New Issue
Same thing here.