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authorJoão Pedro Braz <brazjoaopedro@ymail.com>2023-03-29 10:17:15 -0300
committerYuri Sizov <yuris@humnom.net>2023-04-24 16:52:24 +0200
commit1a85f6398fe62f8879675ace2401bb7d1a4ff4c5 (patch)
tree9b119be904481367b6e15b8cb52c380dc6a4f81a /servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl
parentad582cf0b163a8c15ba6a372ee76e0133213976c (diff)
Use MODELVIEW_MATRIX for vertex transform when double precision is enabled
This commit updates the double precision vertex transform code from using the MODEL_MATRIX to now use the MODELVIEW_MATRIX instead. This can be made possible by transforming the MODELVIEW_MATRIX back into model space (ie, same space as the MODEL_MATRIX) and then using it as if it were the MODEL_MATRIX. With this in place we now properly handle VERTEX transformations that a Material Shader might do, such as billboard-ing. (cherry picked from commit 63c6f0b93ccc0f016b6b6ff7833c31371059a782)
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl')
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