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authorRĂ©mi Verschelde <remi@verschelde.fr>2023-02-21 07:16:21 +0100
committerGitHub <noreply@github.com>2023-02-21 07:16:21 +0100
commitd68cfb43efa3790a71c63610acee7f63ac3d2e00 (patch)
tree1aa4ecb25ef93ff3629ae11515ec3ddb00b6f155 /drivers
parentc71fea446746889c123c5abc280c551b9f383133 (diff)
parent2852c9c319f96ec2e74cba6fc69e86ca499ac2d7 (diff)
Merge pull request #73662 from BastiaanOlij/fix_opengl_wobbly_sky
Fix wobbly sky in stereoscopic OpenGL
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles3/shaders/sky.glsl10
1 files changed, 4 insertions, 6 deletions
diff --git a/drivers/gles3/shaders/sky.glsl b/drivers/gles3/shaders/sky.glsl
index e59bca8b07..2455ffb8e2 100644
--- a/drivers/gles3/shaders/sky.glsl
+++ b/drivers/gles3/shaders/sky.glsl
@@ -21,12 +21,13 @@ out vec2 uv_interp;
/* clang-format on */
void main() {
- uv_interp = vertex_attrib;
#ifdef USE_INVERTED_Y
- gl_Position = vec4(uv_interp, 1.0, 1.0);
+ uv_interp = vertex_attrib;
#else
- gl_Position = vec4(uv_interp.x, uv_interp.y * -1.0, 1.0, 1.0);
+ // We're doing clockwise culling so flip the order
+ uv_interp = vec2(vertex_attrib.x, vertex_attrib.y * -1.0);
#endif
+ gl_Position = vec4(uv_interp, 1.0, 1.0);
}
/* clang-format off */
@@ -145,9 +146,6 @@ void main() {
cube_normal.x = (uv_interp.x + projection.x) / projection.y;
cube_normal.y = (-uv_interp.y - projection.z) / projection.w;
#endif
-#ifndef USE_INVERTED_Y
- cube_normal.y *= -1.0;
-#endif
cube_normal = mat3(orientation) * cube_normal;
cube_normal = normalize(cube_normal);