Merge pull request #67972 from and-rad/vector-field-consistency
Fix inconsistency between vector field texture and world space directions
This commit is contained in:
commit
c41b9c5f5b
|
@ -462,7 +462,7 @@ void main() {
|
|||
if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) {
|
||||
continue;
|
||||
}
|
||||
vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz * 2.0 - 1.0;
|
||||
vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz * -2.0 + 1.0;
|
||||
dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction
|
||||
amount = length(s);
|
||||
|
||||
|
|
Loading…
Reference in New Issue