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authorRémi Verschelde <rverschelde@gmail.com>2023-02-01 07:33:18 +0100
committerRémi Verschelde <rverschelde@gmail.com>2023-02-01 07:33:18 +0100
commitab4d8df163626dc1d7142af6ea85ce713685fe5e (patch)
treefe141c56aadca89c1d0914dfee3f08210e2849d3 /drivers/gles3/shaders
parente8c405de4df358bd18cde5fdc3161109dee18f62 (diff)
parent8c77aea9ab245b4c685ba03670613a50efdbd1ea (diff)
Merge pull request #72485 from BastiaanOlij/add_eye_matrix_access
Expose EYE_OFFSET to gdshader code
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r--drivers/gles3/shaders/scene.glsl6
1 files changed, 5 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index f977c8ceaf..0b389b0478 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -268,9 +268,11 @@ void main() {
#ifdef USE_MULTIVIEW
mat4 projection_matrix = multiview_data.projection_matrix_view[ViewIndex];
mat4 inv_projection_matrix = multiview_data.inv_projection_matrix_view[ViewIndex];
+ vec3 eye_offset = multiview_data.eye_offset[ViewIndex].xyz;
#else
mat4 projection_matrix = scene_data.projection_matrix;
mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
+ vec3 eye_offset = vec3(0.0, 0.0, 0.0);
#endif //USE_MULTIVIEW
#ifdef USE_INSTANCING
@@ -930,10 +932,12 @@ void main() {
//lay out everything, whatever is unused is optimized away anyway
vec3 vertex = vertex_interp;
#ifdef USE_MULTIVIEW
- vec3 view = -normalize(vertex_interp - multiview_data.eye_offset[ViewIndex].xyz);
+ vec3 eye_offset = multiview_data.eye_offset[ViewIndex].xyz;
+ vec3 view = -normalize(vertex_interp - eye_offset);
mat4 projection_matrix = multiview_data.projection_matrix_view[ViewIndex];
mat4 inv_projection_matrix = multiview_data.inv_projection_matrix_view[ViewIndex];
#else
+ vec3 eye_offset = vec3(0.0, 0.0, 0.0);
vec3 view = -normalize(vertex_interp);
mat4 projection_matrix = scene_data.projection_matrix;
mat4 inv_projection_matrix = scene_data.inv_projection_matrix;