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authorAndreas Raddau <and.rad@posteo.de>2022-10-27 15:43:24 +0200
committerAndreas Raddau <and.rad@posteo.de>2022-10-27 15:43:24 +0200
commita5828cd0e3189a24809538b75ac95c50dcc6ea4d (patch)
treeab9886a95dc243c54e6d8da74317d8e33cea29c0 /servers
parent03e5de37ae3228de26e7b83888c542a9f400b5d9 (diff)
Improved consistency between vector field texture and world space
Diffstat (limited to 'servers')
-rw-r--r--servers/rendering/renderer_rd/shaders/particles.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl
index 3a6dd579b9..9f6aa7adc0 100644
--- a/servers/rendering/renderer_rd/shaders/particles.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles.glsl
@@ -462,7 +462,7 @@ void main() {
if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) {
continue;
}
- vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz * 2.0 - 1.0;
+ vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz * -2.0 + 1.0;
dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction
amount = length(s);