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source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
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| out vec4 finalColor; | out vec4 finalColor; | ||||
| out vec4 finalColorOuter; | out vec4 finalColorOuter; | ||||
| #ifdef USE_GEOM_SHADER | #ifdef USE_GEOM_SHADER | ||||
| out int selectOveride; | out int selectOveride; | ||||
| #endif | #endif | ||||
| void main() | void main() | ||||
| { | { | ||||
| GPU_INTEL_VERTEX_SHADER_WORKAROUND | |||||
| vec3 world_pos = point_object_to_world(pos); | vec3 world_pos = point_object_to_world(pos); | ||||
| #if !defined(FACE) | #if !defined(FACE) | ||||
| /* TODO override the ViewProjection Matrix for this case. */ | /* TODO override the ViewProjection Matrix for this case. */ | ||||
| mat4 projmat = ProjectionMatrix; | mat4 projmat = ProjectionMatrix; | ||||
| projmat[3][2] -= ofs; | projmat[3][2] -= ofs; | ||||
| gl_Position = projmat * (ViewMatrix * vec4(world_pos, 1.0)); | gl_Position = projmat * (ViewMatrix * vec4(world_pos, 1.0)); | ||||
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