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source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
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| ss_end.w = project_point(ProjectionMatrix, ray_end).z; | ss_end.w = project_point(ProjectionMatrix, ray_end).z; | ||||
| /* XXX This is a hack a better method is welcome ! */ | /* XXX This is a hack a better method is welcome ! */ | ||||
| /* We take the delta between the offseted depth and the depth and substract it from the ray depth. | /* We take the delta between the offsetted depth and the depth and subtract it from the ray depth. | ||||
| * This will change the world space thickness appearance a bit but we can have negative | * This will change the world space thickness appearance a bit but we can have negative | ||||
| * values without worries. We cannot do this in viewspace because of the perspective division. */ | * values without worries. We cannot do this in viewspace because of the perspective division. */ | ||||
| ss_start.w = 2.0 * ss_start.z - ss_start.w; | ss_start.w = 2.0 * ss_start.z - ss_start.w; | ||||
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