try to flip [2,2]; discard edges not just paint em orange

This commit is contained in:
buncccc 2025-04-14 16:11:49 +12:00
parent f9b58ae554
commit 3a3efd2808

View File

@ -86,15 +86,15 @@
vec4 pos = vec4( vec4 pos = vec4(
( position.x / width - 0.5 )*boxSize, ( position.x / width - 0.5 )*boxSize,
( position.y / height - 0.5 )*boxSize, ( position.y / height - 0.5 )*boxSize,
z*boxSize*0.5, (-1.0)*z*boxSize*0.5, // we applied a (-1.0) multiplier to try to flip element [2,2]
1.0); 1.0);
vec4 pos2 = pos; //vec4 pos2 = pos;
//vec4 pos2 = c2wm * pos; vec4 pos2 = c2wm * pos;
//vec4 pos2 = inverse(c2wm) * pos; //vec4 pos2 = inverse(c2wm) * pos;
// float(cameraIndex) // float(cameraIndex)
gl_PointSize = pointSize; gl_PointSize = pointSize;
gl_Position = projectionMatrix * modelViewMatrix * pos2; gl_Position = projectionMatrix * modelViewMatrix * pos2;
if (depth <.01) { // move this point out of the view box if the depth is nearly zero if (depth <.01 || (paintfordiscard != 0.0)) { // move this point out of the view box if the depth is nearly zero
gl_Position = vec4(-1., -1., -1., -1.); gl_Position = vec4(-1., -1., -1., -1.);
} }
} }