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author | John Wigg <31868812+CaptainProton42@users.noreply.github.com> | 2021-08-27 12:30:29 +0100 |
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committer | GitHub <noreply@github.com> | 2021-08-27 12:30:29 +0100 |
commit | d3850a0954e472e47aa1ce0bd946e6db0fbb309e (patch) | |
tree | ba0e7a701af543c669fd9ebc39e459dd25743429 | |
parent | 00268e37a0e40630ce76b5144cb272c4cc73a672 (diff) |
Fix y billboard shear when rotating camera
Fixes shear effect with `BILLBOARD_FIXED_Y` when the camera is rotated around the z-axis by rotating the mesh correctly into view space.
Also removes shearing effects that occur when rotating the mesh by excluding the model rotation and scale from the billboard matrix.
-rw-r--r-- | scene/resources/material.cpp | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 1d2a2ef26c..a866937915 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -790,12 +790,10 @@ void BaseMaterial3D::_update_shader() { } } break; case BILLBOARD_FIXED_Y: { - code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)), 0.0),WORLD_MATRIX[3]);\n"; + code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(vec4(normalize(cross(vec3(0.0, 1.0, 0.0), CAMERA_MATRIX[2].xyz)),0.0),vec4(0.0, 1.0, 0.0, 0.0),vec4(normalize(cross(CAMERA_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))),0.0),WORLD_MATRIX[3]);\n"; if (flags[FLAG_BILLBOARD_KEEP_SCALE]) { - code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, 1.0, 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; - } else { - code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(1.0, 0.0, 0.0, 0.0),vec4(0.0, 1.0/length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0 ,1.0));\n"; + code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n"; } } break; case BILLBOARD_PARTICLES: { |