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author | João Pedro Braz <brazjoaopedro@ymail.com> | 2023-03-29 10:17:15 -0300 |
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committer | Yuri Sizov <yuris@humnom.net> | 2023-04-24 16:52:24 +0200 |
commit | 1a85f6398fe62f8879675ace2401bb7d1a4ff4c5 (patch) | |
tree | 9b119be904481367b6e15b8cb52c380dc6a4f81a /servers/rendering/renderer_rd/shaders/particles_copy.glsl | |
parent | ad582cf0b163a8c15ba6a372ee76e0133213976c (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/particles_copy.glsl')
0 files changed, 0 insertions, 0 deletions