Fix zfighting from edit mode face overlays

This commit is contained in:
Clément Foucault 2019-05-14 14:13:00 +02:00
parent 9bb42de828
commit 37f87ae81b
1 changed files with 5 additions and 5 deletions

View File

@ -20,17 +20,17 @@ out int selectOveride;
void main()
{
vec4 world_pos = ModelMatrix * vec4(pos, 1.0);
vec3 world_pos = point_object_to_world(pos);
#if !defined(FACE)
/* TODO override the ViewProjection Matrix for this case. */
mat4 projmat = ProjectionMatrix;
projmat[3][2] -= ofs;
gl_Position = projmat * (ViewMatrix * world_pos);
gl_Position = projmat * (ViewMatrix * vec4(world_pos, 1.0));
#else
gl_Position = ViewProjectionMatrix * world_pos;
gl_Position = point_world_to_ndc(world_pos);
#endif
ivec4 m_data = data & dataMask;
@ -74,7 +74,7 @@ void main()
#if !defined(FACE)
/* Facing based color blend */
vec3 vpos = point_world_to_view(world_pos.xyz);
vec3 vpos = point_world_to_view(world_pos);
vec3 view_normal = normalize(normal_object_to_view(vnor) + 1e-4);
vec3 view_vec = (ProjectionMatrix[3][3] == 0.0) ? normalize(vpos) : vec3(0.0, 0.0, 1.0);
float facing = dot(view_vec, view_normal);
@ -84,6 +84,6 @@ void main()
#endif
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos.xyz);
world_clip_planes_calc_clip_distance(world_pos);
#endif
}