Refactor: GLSL: Cleanup Clip Space vs. NDC Space naming #105423
|
@ -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);
|
||||
fclem marked this conversation as resolved
|
||||
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
Clément Foucault
commented
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);
|
||||
|
|
Loading…
Reference in New Issue
Here