From 03fdfc7593329d5f296b810e495936d43153e23b Mon Sep 17 00:00:00 2001 From: James Fulop Date: Wed, 21 Sep 2016 03:11:32 -0400 Subject: [PATCH] triangle selection path works in VSOut stage now --- renderdoc/data/glsl/mesh.comp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/renderdoc/data/glsl/mesh.comp b/renderdoc/data/glsl/mesh.comp index 456ac590b..f5330c500 100644 --- a/renderdoc/data/glsl/mesh.comp +++ b/renderdoc/data/glsl/mesh.comp @@ -143,15 +143,15 @@ void trianglePath(uint threadID) #endif vec3 hitPosition; - bool hit = TriangleRayIntersect(pos0.xyz, pos1.xyz, pos2.xyz, + bool hit = TriangleRayIntersect(pos0.xyz/pos0.w, pos1.xyz/pos1.w, pos2.xyz/pos2.w, meshpick.rayPos, meshpick.rayDir, /*out*/ hitPosition); if (hit) { - float dist0 = distance(pos0.xyz, hitPosition); - float dist1 = distance(pos1.xyz, hitPosition); - float dist2 = distance(pos2.xyz, hitPosition); + float dist0 = distance(pos0.xyz/pos0.w, hitPosition); + float dist1 = distance(pos1.xyz/pos1.w, hitPosition); + float dist2 = distance(pos2.xyz/pos2.w, hitPosition); uint result_idx = atomicAdd(pickresult.counter.x, 1u);