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authorHugo Locurcio <hugo.locurcio@hugo.pro>2022-05-16 08:26:07 +0200
committerGitHub <noreply@github.com>2022-05-16 08:26:07 +0200
commit396def9b66c476f7834604adb7136ca903ed01be (patch)
tree38f520f8cdc90941cf8a03756dc5fe468a26b8e7
parente8520044e735ce8d7fafb4ef9397f6177449abbd (diff)
parent52aeaf5d16e5e14d92457ea964038ec5d3af2679 (diff)
Merge pull request #61070 from somnathsarkar/screenuv-fix
-rw-r--r--drivers/gles3/shaders/scene.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl2
3 files changed, 3 insertions, 3 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index ea28685be7..12d70db7dd 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -920,7 +920,7 @@ void main() {
float normal_map_depth = 1.0;
- vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center
+ vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size;
float sss_strength = 0.0;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 58b4ded9f4..4f49c186a6 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -679,7 +679,7 @@ void main() {
float normal_map_depth = 1.0;
- vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center
+ vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size;
float sss_strength = 0.0;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index b6ba244665..b4e4ac9bc8 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -650,7 +650,7 @@ void main() {
float normal_map_depth = 1.0;
- vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center
+ vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size;
float sss_strength = 0.0;