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test2/source/blender/draw/engines/overlay/shaders/overlay_clipbound_vert.glsl

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/* SPDX-FileCopyrightText: 2020-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "infos/overlay_background_infos.hh"
VERTEX_SHADER_CREATE_INFO(overlay_clipbound)
#include "draw_view_lib.glsl"
void main()
{
float3 world_pos = boundbox[gl_VertexID];
gl_Position = drw_point_world_to_homogenous(world_pos);
/* Result in a position at 1.0 (far plane). Small epsilon to avoid precision issue.
* This mimics the effect of infinite projection matrix
* (see http://www.terathon.com/gdc07_lengyel.pdf). */
gl_Position.z = gl_Position.w - 2.4e-7f;
}