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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4 changed files with 5 additions and 5 deletions
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@ -52,5 +52,5 @@ void main()
interp.P += nodetree_displacement();
gl_Position = point_world_to_ndc(interp.P);
gl_Position = point_world_to_homogenous(interp.P);
}

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@ -32,5 +32,5 @@ void main()
interp.P += nodetree_displacement();
gl_Position = point_world_to_ndc(interp.P);
gl_Position = point_world_to_homogenous(interp.P);
}

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@ -90,9 +90,9 @@ float shadow_slope_bias_get(vec2 atlas_size, LightData light, vec3 lNg, vec3 lP,
vec2 ndc_texel_center_delta = uv_subpixel_coord * 2.0 - 1.0;
/* Create a normal plane equation and go through the normal projection matrix. */
vec4 lNg_plane = vec4(lNg, -dot(lNg, lP));
vec4 ndc_Ng = shadow_load_normal_matrix(light) * lNg_plane;
vec4 hs_Ng = shadow_load_normal_matrix(light) * lNg_plane;
/* Get slope from normal vector. Note that this is signed. */
vec2 ndc_slope = ndc_Ng.xy / abs(ndc_Ng.z);
vec2 ndc_slope = hs_Ng.xy / abs(hs_Ng.z);
/* Clamp out to avoid the bias going to infinity. Remember this is in NDC space. */
ndc_slope = clamp(ndc_slope, -100.0, 100.0);
/* Compute slope to where the receiver should be by extending the plane to the texel center. */

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@ -18,5 +18,5 @@ void main()
interp.P += bounds.bounding_corners[3].xyz * pos.z;
interp.vP = point_world_to_view(interp.P);
gl_Position = point_world_to_ndc(interp.P);
gl_Position = point_world_to_homogenous(interp.P);
}