godot/servers/rendering/renderer_rd/shaders/forward_clustered
João Pedro Braz 1a85f6398f Use MODELVIEW_MATRIX for vertex transform when double precision is enabled
This commit updates the double precision vertex transform code from
using the MODEL_MATRIX to now use the MODELVIEW_MATRIX instead.

This can be made possible by transforming the MODELVIEW_MATRIX
back into model space (ie, same space as the MODEL_MATRIX) and then using it as if it were the MODEL_MATRIX.

With this in place we now properly handle VERTEX transformations that
a Material Shader might do, such as billboard-ing.

(cherry picked from commit 63c6f0b93c)
2023-04-24 16:52:24 +02:00
..
SCsub Make dependencies with shader includes in subfolders 2022-09-26 12:29:19 +10:00
scene_forward_clustered.glsl Use MODELVIEW_MATRIX for vertex transform when double precision is enabled 2023-04-24 16:52:24 +02:00
scene_forward_clustered_inc.glsl Add render buffer support to screen space effects 2023-02-10 10:27:59 +11:00