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source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
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| ss_start.w = project_point(ProjectionMatrix, ray_origin).z; | ss_start.w = project_point(ProjectionMatrix, ray_origin).z; | ||||
| 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 | /* We take the delta between the offseted depth and the depth and substract it from the ray | ||||
| * depth. This will change the world space thickness appearance a bit but we can have negative | * depth. 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. */ | ||||
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