Improved consistency between vector field texture and world space
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03e5de37ae
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@ -462,7 +462,7 @@ void main() {
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if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) {
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if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) {
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continue;
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continue;
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}
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}
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vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz * 2.0 - 1.0;
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vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz * -2.0 + 1.0;
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dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction
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dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction
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amount = length(s);
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amount = length(s);
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