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Fix Shader for SkeletonGizmo to follow renderer's reversed-z change
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
This commit is contained in:
@@ -922,7 +922,7 @@ void vertex() {
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VERTEX = VERTEX;
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VERTEX = VERTEX;
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POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
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POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
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POSITION.z = mix(POSITION.z, 0.0, 0.999);
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POSITION.z = mix(POSITION.z, POSITION.w, 0.999);
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POINT_SIZE = point_size;
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POINT_SIZE = point_size;
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}
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}
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@@ -1201,7 +1201,7 @@ void vertex() {
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}
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}
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VERTEX = VERTEX;
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VERTEX = VERTEX;
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POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
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POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
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POSITION.z = mix(POSITION.z, 0, 0.998);
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POSITION.z = mix(POSITION.z, POSITION.w, 0.998);
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}
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}
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void fragment() {
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void fragment() {
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ALBEDO = COLOR.rgb;
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ALBEDO = COLOR.rgb;
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