diff --git a/src/render/opengl/shaders/texture_draw_shaders.cpp b/src/render/opengl/shaders/texture_draw_shaders.cpp index 322532d5..e96f8ea9 100644 --- a/src/render/opengl/shaders/texture_draw_shaders.cpp +++ b/src/render/opengl/shaders/texture_draw_shaders.cpp @@ -181,8 +181,8 @@ R"( vec2 depthRange = vec2(gl_DepthRange.near, gl_DepthRange.far); vec3 viewRay = fragmentViewPosition(u_viewport, depthRange, u_invProjMatrix, gl_FragCoord); viewRay = normalize(viewRay); - vec3 viewPos = viewRay * (-1./viewRay.z*depth); - float fragdepth = fragDepthFromView(u_projMatrix, depthRange, viewPos); + vec3 renderImageTextureDraw_viewPos = viewRay * (-1./viewRay.z*depth); + float fragdepth = fragDepthFromView(u_projMatrix, depthRange, renderImageTextureDraw_viewPos); gl_FragDepth = fragdepth; @@ -263,8 +263,8 @@ R"( vec2 depthRange = vec2(gl_DepthRange.near, gl_DepthRange.far); vec3 viewRay = fragmentViewPosition(u_viewport, depthRange, u_invProjMatrix, gl_FragCoord); viewRay = normalize(viewRay); - vec3 viewPos = viewRay * (-1./viewRay.z*depth); - float fragdepth = fragDepthFromView(u_projMatrix, depthRange, viewPos); + vec3 plainRawRenderImageTextureDraw_viewPos = viewRay * (-1./viewRay.z*depth); + float fragdepth = fragDepthFromView(u_projMatrix, depthRange, plainRawRenderImageTextureDraw_viewPos); gl_FragDepth = fragdepth; diff --git a/src/render_image_quantity_base.cpp b/src/render_image_quantity_base.cpp index 461a7355..531989a9 100644 --- a/src/render_image_quantity_base.cpp +++ b/src/render_image_quantity_base.cpp @@ -92,6 +92,7 @@ void RenderImageQuantityBase::drawPickDelayed() { glm::mat4 P = view::getCameraPerspectiveMatrix(); glm::mat4 Pinv = glm::inverse(P); + parent.setStructureUniforms(*pickProgram); pickProgram->setUniform("u_projMatrix", glm::value_ptr(P)); pickProgram->setUniform("u_invProjMatrix", glm::value_ptr(Pinv)); pickProgram->setUniform("u_viewport", render::engine->getCurrentViewport());