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authorRémi Verschelde <rverschelde@gmail.com>2023-02-21 21:14:51 +0100
committerRémi Verschelde <rverschelde@gmail.com>2023-02-21 21:14:51 +0100
commit5e572053656368b0e70a99f8a5129a5e4fa7cb98 (patch)
tree8c0f35daef3ad8d8ab98b1724a8382ba8056ec51 /drivers/gles3
parent547f8bc2dcffbdab0244e216ad9aa0c5003877de (diff)
parent2d7db30f0d883f038d3735011f492b03852c94c9 (diff)
Merge pull request #73478 from NewDefectus/master
Use the original canvas to calculate light positioning
Diffstat (limited to 'drivers/gles3')
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 9c6e6baaec..2f7e68e463 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -224,13 +224,12 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
l = l->next_ptr;
ERR_CONTINUE(!clight);
}
- Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
Vector2 canvas_light_pos = p_canvas_transform.xform(l->xform.get_origin()); //convert light position to canvas coordinates, as all computation is done in canvas coords to avoid precision loss
state.light_uniforms[index].position[0] = canvas_light_pos.x;
state.light_uniforms[index].position[1] = canvas_light_pos.y;
- _update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
+ _update_transform_2d_to_mat2x4(l->light_shader_xform.affine_inverse(), state.light_uniforms[index].matrix);
_update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss