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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-06-24 22:27:26 +0200 |
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committer | GitHub <noreply@github.com> | 2022-06-24 22:27:26 +0200 |
commit | fbb5e24d1e9cadeddccde6aeab7e85b621adbf00 (patch) | |
tree | 85115c00af3d1b9992202ef820a2040943c350f9 /servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | |
parent | 307dfa9fe960c93b3f4c2f78d9c046c1ffff6a93 (diff) | |
parent | 6224b003655df4dbae2b5dc1f45473edfdbda10f (diff) |
Merge pull request #62133 from BastiaanOlij/move_cubemap_effects
Moved cube_to_dp and cubemap logic into CopyEffects
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_scene_render_rd.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 6f16c0972e..90a7394344 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -5438,9 +5438,9 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, Rect2 atlas_rect_norm = atlas_rect; atlas_rect_norm.position /= float(atlas_size); atlas_rect_norm.size /= float(atlas_size); - storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false); + copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false); atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size; - storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true); + copy_effects->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true); //restore transform so it can be properly used light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0); |