try to flip [2,2]; discard edges not just paint em orange
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parent
f9b58ae554
commit
3a3efd2808
@ -86,15 +86,15 @@
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vec4 pos = vec4(
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vec4 pos = vec4(
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( position.x / width - 0.5 )*boxSize,
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( position.x / width - 0.5 )*boxSize,
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( position.y / height - 0.5 )*boxSize,
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( position.y / height - 0.5 )*boxSize,
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z*boxSize*0.5,
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(-1.0)*z*boxSize*0.5, // we applied a (-1.0) multiplier to try to flip element [2,2]
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1.0);
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1.0);
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vec4 pos2 = pos;
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//vec4 pos2 = pos;
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//vec4 pos2 = c2wm * pos;
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vec4 pos2 = c2wm * pos;
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//vec4 pos2 = inverse(c2wm) * pos;
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//vec4 pos2 = inverse(c2wm) * pos;
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// float(cameraIndex)
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// float(cameraIndex)
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gl_PointSize = pointSize;
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gl_PointSize = pointSize;
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gl_Position = projectionMatrix * modelViewMatrix * pos2;
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gl_Position = projectionMatrix * modelViewMatrix * pos2;
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if (depth <.01) { // move this point out of the view box if the depth is nearly zero
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if (depth <.01 || (paintfordiscard != 0.0)) { // move this point out of the view box if the depth is nearly zero
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gl_Position = vec4(-1., -1., -1., -1.);
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gl_Position = vec4(-1., -1., -1., -1.);
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}
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}
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}
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}
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