Refactor: GLSL: Cleanup Clip Space vs. NDC Space naming #105423
|
@ -57,7 +57,7 @@ void main()
|
|||
thickness,
|
||||
thick_time);
|
||||
|
||||
gl_Position = point_world_to_ndc(world_pos);
|
||||
gl_Position = point_world_to_homogenous(world_pos);
|
||||
|
||||
float hair_rand = integer_noise(hair_get_strand_id());
|
||||
vec3 nor = workbench_hair_random_normal(tan, binor, hair_rand);
|
||||
|
|
|
@ -13,7 +13,7 @@ void main()
|
|||
|
||||
normal_interp = normalize(normal_world_to_view(normal_interp));
|
||||
|
||||
gl_Position = point_world_to_ndc(world_pos);
|
||||
gl_Position = point_world_to_homogenous(world_pos);
|
||||
|
||||
view_clipping_distances(world_pos);
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
|
||||
f#pragma BLENDER_REQUIRE(common_view_lib.glsl)
|
||||
|
||||
|
||||
/* Two variants, split pass, generates either 2 triangles or 6 triangles depending on input
|
||||
* geometry manifold type */
|
||||
|
@ -82,17 +82,17 @@ void main()
|
|||
vData[3].pos = vertex_fetch_attribute(input_base_vertex_id + 3, pos, vec3);
|
||||
|
||||
/* Calculate front/back Positions. */
|
||||
vData[0].frontPosition = point_object_to_ndc(vData[0].pos);
|
||||
vData[0].backPosition = point_object_to_ndc(vData[0].pos + lightDirection * lightDistance);
|
||||
vData[0].frontPosition = point_object_to_homogenous(vData[0].pos);
|
||||
vData[0].backPosition = point_object_to_homogenous(vData[0].pos + lightDirection * lightDistance);
|
||||
|
||||
vData[1].frontPosition = point_object_to_ndc(vData[1].pos);
|
||||
vData[1].backPosition = point_object_to_ndc(vData[1].pos + lightDirection * lightDistance);
|
||||
vData[1].frontPosition = point_object_to_homogenous(vData[1].pos);
|
||||
vData[1].backPosition = point_object_to_homogenous(vData[1].pos + lightDirection * lightDistance);
|
||||
|
||||
vData[2].frontPosition = point_object_to_ndc(vData[2].pos);
|
||||
vData[2].backPosition = point_object_to_ndc(vData[2].pos + lightDirection * lightDistance);
|
||||
vData[2].frontPosition = point_object_to_homogenous(vData[2].pos);
|
||||
vData[2].backPosition = point_object_to_homogenous(vData[2].pos + lightDirection * lightDistance);
|
||||
|
||||
vData[3].frontPosition = point_object_to_ndc(vData[3].pos);
|
||||
vData[3].backPosition = point_object_to_ndc(vData[3].pos + lightDirection * lightDistance);
|
||||
vData[3].frontPosition = point_object_to_homogenous(vData[3].pos);
|
||||
vData[3].backPosition = point_object_to_homogenous(vData[3].pos + lightDirection * lightDistance);
|
||||
|
||||
/* Geometry shader equivalent path. */
|
||||
vec3 v10 = vData[0].pos - vData[1].pos;
|
||||
|
|
|
@ -25,7 +25,7 @@ void main()
|
|||
#else
|
||||
final_pos = (volumeTextureToObject * vec4(final_pos * 0.5 + 0.5, 1.0)).xyz;
|
||||
#endif
|
||||
gl_Position = point_object_to_ndc(final_pos);
|
||||
gl_Position = point_object_to_homogenous(final_pos);
|
||||
|
||||
PASS_RESOURCE_ID
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue
An extra "f" is present at the beginning of the line. Seems like it was committed by mistake.