Merge pull request #75462 from joao-pedro-braz/use_modelview_for_vertex_transform_when_double_precision_is_enabled
Use MODELVIEW_MATRIX when on double precision
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commit
34a842b5d1
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@ -360,7 +360,7 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
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vertex = mat3(matrix) * vertex;
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vertex = mat3(matrix) * vertex;
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model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision);
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model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision);
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}
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}
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vertex = mat3(model_matrix) * vertex;
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vertex = mat3(inv_view_matrix * modelview) * vertex;
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vec3 temp_precision; // Will be ignored.
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vec3 temp_precision; // Will be ignored.
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vertex += double_add_vec3(model_origin, model_precision, scene_data.inv_view_matrix[3].xyz, view_precision, temp_precision);
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vertex += double_add_vec3(model_origin, model_precision, scene_data.inv_view_matrix[3].xyz, view_precision, temp_precision);
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vertex = mat3(scene_data.view_matrix) * vertex;
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vertex = mat3(scene_data.view_matrix) * vertex;
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@ -347,8 +347,6 @@ void main() {
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#CODE : VERTEX
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#CODE : VERTEX
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}
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}
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/* output */
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// using local coordinates (default)
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// using local coordinates (default)
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#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
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#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
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@ -361,7 +359,7 @@ void main() {
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vertex = mat3(matrix) * vertex;
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vertex = mat3(matrix) * vertex;
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model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision);
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model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision);
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}
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}
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vertex = mat3(model_matrix) * vertex;
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vertex = mat3(inv_view_matrix * modelview) * vertex;
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vec3 temp_precision;
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vec3 temp_precision;
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vertex += double_add_vec3(model_origin, model_precision, scene_data.inv_view_matrix[3].xyz, view_precision, temp_precision);
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vertex += double_add_vec3(model_origin, model_precision, scene_data.inv_view_matrix[3].xyz, view_precision, temp_precision);
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vertex = mat3(scene_data.view_matrix) * vertex;
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vertex = mat3(scene_data.view_matrix) * vertex;
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