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Fixed highlight in stereo mode, including HMD (testing on simulator)
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2 changed files with 11 additions and 6 deletions
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@ -193,13 +193,17 @@ TransformObject getTransformObject() {
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}
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<@endfunc@>
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<@func transformModelToClipPos(cameraTransform, objectTransform, modelPos, clipPos)@>
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{ // transformModelToClipPos
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<@func transformModelToMonoClipPos(cameraTransform, objectTransform, modelPos, clipPos)@>
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{ // transformModelToMonoClipPos
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vec4 eyeWAPos;
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<$transformModelToEyeWorldAlignedPos($cameraTransform$, $objectTransform$, $modelPos$, eyeWAPos)$>
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<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * eyeWAPos;
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}
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<@endfunc@>
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<@func transformModelToClipPos(cameraTransform, objectTransform, modelPos, clipPos)@>
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{ // transformModelToClipPos
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<$transformModelToMonoClipPos($cameraTransform$, $objectTransform$, $modelPos$, $clipPos$)$>
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<$transformStereoClipsSpace($cameraTransform$, $clipPos$)$>
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}
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<@endfunc@>
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@ -93,11 +93,12 @@ void main(void) {
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// standard transform
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToClipPos(cam, obj, pos, gl_Position)$>
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<$transformModelToMonoClipPos(cam, obj, pos, gl_Position)$>
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// Offset the vertex to take into account the outline width
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pos.xyz += UNIT_BOX_NORMALS[triangleIndex];
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vec4 offsetPosition;
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<$transformModelToClipPos(cam, obj, pos, offsetPosition)$>
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<$transformModelToMonoClipPos(cam, obj, pos, offsetPosition)$>
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gl_Position.xy += normalize(offsetPosition.xy-gl_Position.xy) * outlineWidth * gl_Position.w;
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<$transformStereoClipsSpace(cam, gl_Position)$>
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}
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