Remove depth correction in GLES3 renderer
This code should only have been included in the RD renderer where the depth range is 0 - 1 instead of -1 - 1
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@ -847,7 +847,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
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Projection cm;
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cm.set_perspective(90, 1, 0.01, 10.0);
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Projection correction;
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correction.set_depth_correction(true);
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correction.columns[1][1] = -1.0;
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cm = correction * cm;
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GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
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@ -1265,7 +1265,7 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
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// Needs to be called after _setup_lights so that directional_light_count is accurate.
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void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_pancake_shadows) {
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Projection correction;
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correction.set_depth_correction(p_flip_y);
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correction.columns[1][1] = p_flip_y ? -1.0 : 1.0;
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Projection projection = correction * p_render_data->cam_projection;
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//store camera into ubo
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GLES3::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix);
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@ -1770,7 +1770,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
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Projection projection = render_data.cam_projection;
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if (render_data.reflection_probe.is_valid()) {
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Projection correction;
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correction.set_depth_correction(true);
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correction.columns[1][1] = -1.0;
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projection = correction * render_data.cam_projection;
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}
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