Cleanup: EditMode: Remove uneeded shader depth bias
The bias is done using the DRWView now, no need to double it.
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@ -1,7 +1,6 @@
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uniform float faceAlphaMod;
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uniform ivec4 dataMask = ivec4(0xFF);
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uniform float ofs;
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in ivec4 data;
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in vec3 pos;
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@ -23,24 +22,13 @@ void main()
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GPU_INTEL_VERTEX_SHADER_WORKAROUND
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vec3 world_pos = point_object_to_world(pos);
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#if !defined(FACE)
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/* TODO override the ViewProjection Matrix for this case. */
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mat4 projmat = ProjectionMatrix;
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projmat[3][2] -= ofs;
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gl_Position = projmat * (ViewMatrix * vec4(world_pos, 1.0));
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#else
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gl_Position = point_world_to_ndc(world_pos);
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#endif
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ivec4 m_data = data & dataMask;
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#if defined(VERT)
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finalColor = EDIT_MESH_vertex_color(m_data.y);
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gl_PointSize = sizeVertex * 2.0;
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gl_Position.z -= 3e-5 * ((ProjectionMatrix[3][3] == 0.0) ? 1.0 : 0.0);
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/* Make selected and active vertex always on top. */
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if ((data.x & VERT_SELECTED) != 0) {
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gl_Position.z -= 1e-7;
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