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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1 changed files with 4 additions and 4 deletions
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@ -82,12 +82,12 @@ void main()
vec3 world_pos0 = point_object_to_world(in_pos0);
vec3 world_pos1 = point_object_to_world(in_pos1);
vec4 out_pos0 = point_world_to_homogenous(world_pos0);
vec4 out_pos1 = point_world_to_homogenous(world_pos1);
vec3 view_pos0 = point_world_to_view(world_pos0);
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Here

Here
vec3 view_pos1 = point_world_to_view(world_pos1);
vec4 out_pos0 = point_view_to_ndc(view_pos0);
vec4 out_pos1 = point_view_to_ndc(view_pos1);
vec4 out_pos0 = point_world_to_homogenous(world_pos0);
fclem marked this conversation as resolved

Same thing here.

Same thing here.
vec4 out_pos1 = point_world_to_homogenous(world_pos1);
/* Offset Z position for retopology overlay. */
out_pos0.z += get_homogenous_z_offset(view_pos0.z, out_pos0.w, retopologyOffset);