diff --git a/interface/resources/shaders/passthrough.vert b/interface/resources/shaders/passthrough.vert index af55842c67..f3d5c5b504 100644 --- a/interface/resources/shaders/passthrough.vert +++ b/interface/resources/shaders/passthrough.vert @@ -5,6 +5,6 @@ varying float voxelSize; void main(void) { gl_FrontColor = gl_Color; - gl_Position = gl_ModelViewMatrix * gl_Vertex; // don't call ftransform(), because we do projection in geometry shader + gl_Position = gl_Vertex; // don't call ftransform(), because we do projection in geometry shader voxelSize = voxelSizeIn; } \ No newline at end of file diff --git a/interface/resources/shaders/voxel.geom b/interface/resources/shaders/voxel.geom index bfc94b3f26..6f4534a003 100644 --- a/interface/resources/shaders/voxel.geom +++ b/interface/resources/shaders/voxel.geom @@ -12,7 +12,7 @@ // Second dataset (? similar to how voxel avatars pass in bones??) // which is the voxel size // -// Note: In vertex shader DON'T do projection transform. Therefore passing the 3D coordinates xyz to geometric shader +// Note: In vertex shader doesn't do any transform. Therefore passing the 3D world coordinates xyz to us // // Output: GL_TRIANGLE_STRIP // @@ -36,7 +36,7 @@ void faceOfVoxel(vec4 corner, float scale, float[COORD_PER_FACE] facePoints, vec vertex[c] += (facePoints[cIndex] * scale); } gl_FrontColor = color; - gl_Position = gl_ProjectionMatrix * vertex; + gl_Position = gl_ModelViewProjectionMatrix * vertex; EmitVertex(); } EndPrimitive();