/* 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; }