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authorclayjohn <claynjohn@gmail.com>2019-04-07 23:18:29 -0700
committerclayjohn <claynjohn@gmail.com>2019-04-30 08:36:38 -0700
commite37d72369510e45a0895af88d47a7fdac93ceba9 (patch)
treed1a99768cdd489cf2d65df7219da201a883cb1a1
parentf52c294a748e4bc4e561fb497480560aacda2d59 (diff)
fixes bug when setting projection matrix
-rw-r--r--drivers/gles2/shaders/scene.glsl3
-rw-r--r--servers/visual/shader_types.cpp2
2 files changed, 4 insertions, 1 deletions
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 5d21c679ba..222dcd25cb 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -424,9 +424,12 @@ void main() {
#endif
+ mat4 local_projection_matrix = projection_matrix;
+
mat4 modelview = camera_inverse_matrix * world_matrix;
float roughness = 1.0;
+#define projection_matrix local_projection_matrix
#define world_transform world_matrix
{
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index 7a42bc475e..8fd5dfc738 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -76,7 +76,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);