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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:
Silc Lizard (Tokage) Renew
2024-06-05 05:25:56 +09:00
parent 96a386f3c4
commit 4f6fb8ee81

View File

@@ -922,7 +922,7 @@ void vertex() {
VERTEX = VERTEX; VERTEX = VERTEX;
POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0); POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
POSITION.z = mix(POSITION.z, 0.0, 0.999); POSITION.z = mix(POSITION.z, POSITION.w, 0.999);
POINT_SIZE = point_size; POINT_SIZE = point_size;
} }
@@ -1201,7 +1201,7 @@ void vertex() {
} }
VERTEX = VERTEX; VERTEX = VERTEX;
POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0); POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
POSITION.z = mix(POSITION.z, 0, 0.998); POSITION.z = mix(POSITION.z, POSITION.w, 0.998);
} }
void fragment() { void fragment() {
ALBEDO = COLOR.rgb; ALBEDO = COLOR.rgb;