They are actually already some literals with the `f` suffix that are in our shader codebase and we never had problem in the past 5 years (or even 8 years). So I think it is safe to do and improves convergence of codestyles. Pull Request: https://projects.blender.org/blender/blender/pulls/137352
19 lines
462 B
GLSL
19 lines
462 B
GLSL
/* SPDX-FileCopyrightText: 2016-2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "infos/gpu_shader_3D_depth_only_info.hh"
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#include "gpu_shader_cfg_world_clip_lib.glsl"
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VERTEX_SHADER_CREATE_INFO(gpu_shader_3D_depth_only)
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0f);
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#ifdef USE_WORLD_CLIP_PLANES
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world_clip_planes_calc_clip_distance((clipPlanes.ClipModelMatrix * vec4(pos, 1.0f)).xyz);
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#endif
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}
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