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Fix naming conflict and missing uniform in pick program
1 parent 69f0635 commit a18ff60

2 files changed

Lines changed: 5 additions & 4 deletions

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‎src/render/opengl/shaders/texture_draw_shaders.cpp‎

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -181,8 +181,8 @@ R"(
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vec2 depthRange = vec2(gl_DepthRange.near, gl_DepthRange.far);
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vec3 viewRay = fragmentViewPosition(u_viewport, depthRange, u_invProjMatrix, gl_FragCoord);
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viewRay = normalize(viewRay);
184-
vec3 viewPos = viewRay * (-1./viewRay.z*depth);
185-
float fragdepth = fragDepthFromView(u_projMatrix, depthRange, viewPos);
184+
vec3 renderImageTextureDraw_viewPos = viewRay * (-1./viewRay.z*depth);
185+
float fragdepth = fragDepthFromView(u_projMatrix, depthRange, renderImageTextureDraw_viewPos);
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gl_FragDepth = fragdepth;
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@@ -263,8 +263,8 @@ R"(
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vec2 depthRange = vec2(gl_DepthRange.near, gl_DepthRange.far);
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vec3 viewRay = fragmentViewPosition(u_viewport, depthRange, u_invProjMatrix, gl_FragCoord);
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viewRay = normalize(viewRay);
266-
vec3 viewPos = viewRay * (-1./viewRay.z*depth);
267-
float fragdepth = fragDepthFromView(u_projMatrix, depthRange, viewPos);
266+
vec3 plainRawRenderImageTextureDraw_viewPos = viewRay * (-1./viewRay.z*depth);
267+
float fragdepth = fragDepthFromView(u_projMatrix, depthRange, plainRawRenderImageTextureDraw_viewPos);
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gl_FragDepth = fragdepth;
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‎src/render_image_quantity_base.cpp‎

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -92,6 +92,7 @@ void RenderImageQuantityBase::drawPickDelayed() {
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glm::mat4 P = view::getCameraPerspectiveMatrix();
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glm::mat4 Pinv = glm::inverse(P);
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95+
parent.setStructureUniforms(*pickProgram);
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pickProgram->setUniform("u_projMatrix", glm::value_ptr(P));
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pickProgram->setUniform("u_invProjMatrix", glm::value_ptr(Pinv));
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pickProgram->setUniform("u_viewport", render::engine->getCurrentViewport());

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