Invert subpass cubemap z direction
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@ -141,15 +141,15 @@ void main() {
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vec4 quarter_res_color = vec4(1.0);
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vec4 quarter_res_color = vec4(1.0);
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#ifdef USE_CUBEMAP_PASS
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#ifdef USE_CUBEMAP_PASS
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float using_cubemap = 1.0;
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vec3 inverted_cube_normal = cube_normal;
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inverted_cube_normal.z *= -1.0;
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#ifdef USES_HALF_RES_COLOR
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#ifdef USES_HALF_RES_COLOR
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half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
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half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal);
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#endif
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#endif
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#ifdef USES_QUARTER_RES_COLOR
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#ifdef USES_QUARTER_RES_COLOR
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quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
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quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal);
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#endif
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#endif
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#else
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#else
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float using_cubemap = 0.0;
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#ifdef USES_HALF_RES_COLOR
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#ifdef USES_HALF_RES_COLOR
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half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
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half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
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#endif
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#endif
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