Sky renderer: Only flip Z when calculating panorama_coords
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@ -837,7 +837,7 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
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actions.renames["COLOR"] = "color";
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actions.renames["ALPHA"] = "alpha";
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actions.renames["EYEDIR"] = "eyedir";
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actions.renames["EYEDIR"] = "cube_normal";
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actions.renames["POSITION"] = "params.position_multiplier.xyz";
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actions.renames["SKY_COORDS"] = "panorama_coords";
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actions.renames["SCREEN_UV"] = "uv";
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@ -180,12 +180,11 @@ void main() {
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cube_normal.x = (cube_normal.z * (-uv_interp.x - params.projections[ViewIndex].x)) / params.projections[ViewIndex].y;
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cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.projections[ViewIndex].z)) / params.projections[ViewIndex].w;
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cube_normal = mat3(params.orientation) * cube_normal;
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cube_normal.z = -cube_normal.z;
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cube_normal = normalize(cube_normal);
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vec2 uv = uv_interp * 0.5 + 0.5;
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vec2 panorama_coords = vec2(atan(cube_normal.x, cube_normal.z), acos(cube_normal.y));
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vec2 panorama_coords = vec2(atan(cube_normal.x, -cube_normal.z), acos(cube_normal.y));
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if (panorama_coords.x < 0.0) {
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panorama_coords.x += M_PI * 2.0;
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@ -199,15 +198,12 @@ void main() {
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vec4 quarter_res_color = vec4(1.0);
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vec4 custom_fog = vec4(0.0);
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vec3 eyedir = cube_normal;
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eyedir.z *= -1.0;
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#ifdef USE_CUBEMAP_PASS
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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]), eyedir) * params.luminance_multiplier;
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half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) * params.luminance_multiplier;
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#endif
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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]), eyedir) * params.luminance_multiplier;
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quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) * params.luminance_multiplier;
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#endif
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#else
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#ifdef USES_HALF_RES_COLOR
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