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author | Rémi Verschelde <rverschelde@gmail.com> | 2022-11-11 21:05:00 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-11-11 21:05:00 +0100 |
commit | c41b9c5f5b80e9e1ced37e6c8d12c147601ab9f6 (patch) | |
tree | b9f3cc5a2b9fd0e41375bd70c99703ab974e52df /servers | |
parent | 15a379547ea59f25f0a730608dfd82056451605b (diff) | |
parent | a5828cd0e3189a24809538b75ac95c50dcc6ea4d (diff) |
Merge pull request #67972 from and-rad/vector-field-consistency
Fix inconsistency between vector field texture and world space directions
Diffstat (limited to 'servers')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/particles.glsl | 2 |
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); |