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authorAlon Ran <newdefectus@gmail.com>2023-02-17 05:11:24 +0200
committerAlon Ran <newdefectus@gmail.com>2023-02-21 11:57:16 +0200
commit2d7db30f0d883f038d3735011f492b03852c94c9 (patch)
tree424bdeadf4f15dccbc6b505eaa643c1ad9bd0181 /servers/rendering/renderer_rd
parent6061d1bfd83262ef2faa3287ace5df588b34e1df (diff)
Use the original canvas to calculate light positioning
Diffstat (limited to 'servers/rendering/renderer_rd')
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index f102bc0650..60451dce20 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -1252,13 +1252,12 @@ void RendererCanvasRenderRD::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