diff options
author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-05-16 08:26:07 +0200 |
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committer | GitHub <noreply@github.com> | 2022-05-16 08:26:07 +0200 |
commit | 396def9b66c476f7834604adb7136ca903ed01be (patch) | |
tree | 38f520f8cdc90941cf8a03756dc5fe468a26b8e7 | |
parent | e8520044e735ce8d7fafb4ef9397f6177449abbd (diff) | |
parent | 52aeaf5d16e5e14d92457ea964038ec5d3af2679 (diff) |
Merge pull request #61070 from somnathsarkar/screenuv-fix
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl | 2 |
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; |