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authorJesse Dubay <jesse@jessedubay.com>2022-03-06 23:54:21 -0800
committerJesse Dubay <jesse@jessedubay.com>2022-03-06 23:58:54 -0800
commitff2a5c04b16a2aab6a688f4637d1e746f7a69794 (patch)
tree2e39c90b8eb0cfb55e876ce3c16c4008cb8f59f8 /servers/rendering
parent80345f7d4e5a5b1706d63df1eab48ee95b85e787 (diff)
Sky renderer: Don't invert Z component of light direction
Diffstat (limited to 'servers/rendering')
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
index 369e8192c1..653eea6b1a 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -1169,7 +1169,7 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
sky_light_data.direction[0] = world_direction.x;
sky_light_data.direction[1] = world_direction.y;
- sky_light_data.direction[2] = -world_direction.z;
+ sky_light_data.direction[2] = world_direction.z;
float sign = storage->light_is_negative(base) ? -1 : 1;
sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);