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authorHolger Dammertz <holger.dammertz@googlemail.com>2019-09-22 18:53:38 +0200
committerHolger Dammertz <holger.dammertz@googlemail.com>2019-09-22 18:53:38 +0200
commit94b0240767597c23548684663f76f0b2d01fc0e4 (patch)
tree0ba81c912e3d2cd3e477b6c70e7a3fc34fa785cf /drivers/gles2/shaders
parent2e065d8ad07bb20fede0d0c0b2d33d6628033024 (diff)
fix gles2 broken panorama sky on oculus quest
This fixes an issue that was fixed for gles3 in #31419 but not applied to gles2. The fix consists of using a constant scale for cube_normal of -1.0 instead of -1000000. It results in broken panorama rendering on the oculus quest (see https://github.com/GodotVR/godot_oculus_mobile/issues/29)
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r--drivers/gles2/shaders/copy.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl
index 195db7c45f..aa967115da 100644
--- a/drivers/gles2/shaders/copy.glsl
+++ b/drivers/gles2/shaders/copy.glsl
@@ -144,11 +144,11 @@ void main() {
#elif defined(USE_ASYM_PANO)
// When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
- // Note that we're ignoring the x-offset for IPD, with Z sufficiently in the distance it becomes neglectible, as a result we could probably just set cube_normal.z to -1.
+ // Asymmetrical projection means the center of projection is no longer in the center of the screen but shifted.
// The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.
vec3 cube_normal;
- cube_normal.z = -1000000.0;
+ cube_normal.z = -1.0;
cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y;
cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a;
cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal;