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-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp13
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp6
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp13
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp6
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl81
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl80
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.h12
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp6
-rw-r--r--servers/rendering/shader_types.cpp4
9 files changed, 207 insertions, 14 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 2ad73960a0..6f0da7879e 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -711,6 +711,14 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i
instance_data.lightmap_uv_scale[2] = inst->lightmap_uv_scale.size.x;
instance_data.lightmap_uv_scale[3] = inst->lightmap_uv_scale.size.y;
+#ifdef REAL_T_IS_DOUBLE
+ // Split the origin into two components, the float approximation and the missing precision
+ // In the shader we will combine these back together to restore the lost precision.
+ RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &instance_data.transform[12], &instance_data.transform[3]);
+ RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &instance_data.transform[13], &instance_data.transform[7]);
+ RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &instance_data.transform[14], &instance_data.transform[11]);
+#endif
+
bool cant_repeat = instance_data.flags & INSTANCE_DATA_FLAG_MULTIMESH || inst->mesh_instance.is_valid();
if (prev_surface != nullptr && !cant_repeat && prev_surface->sort.sort_key1 == surface->sort.sort_key1 && prev_surface->sort.sort_key2 == surface->sort.sort_key2 && repeats < RenderElementInfo::MAX_REPEATS) {
@@ -3036,6 +3044,11 @@ RenderForwardClustered::RenderForwardClustered() {
{
defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
}
+#ifdef REAL_T_IS_DOUBLE
+ {
+ defines += "\n#define USE_DOUBLE_PRECISION \n";
+ }
+#endif
scene_shader.init(defines);
}
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index 75ccf1add5..1987577464 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -621,10 +621,10 @@ void SceneShaderForwardClustered::init(const String p_defines) {
//shader compiler
ShaderCompiler::DefaultIdentifierActions actions;
- actions.renames["MODEL_MATRIX"] = "model_matrix";
+ actions.renames["MODEL_MATRIX"] = "read_model_matrix";
actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix";
actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix";
- actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix";
+ actions.renames["INV_VIEW_MATRIX"] = "inv_view_matrix";
actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
actions.renames["MODELVIEW_MATRIX"] = "modelview";
@@ -757,6 +757,8 @@ void SceneShaderForwardClustered::init(const String p_defines) {
actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
+ actions.usage_defines["MODEL_MATRIX"] = "#define MODEL_MATRIX_USED\n";
+
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index bea31dc927..3a4c62b301 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -1757,6 +1757,14 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
RendererRD::MaterialStorage::store_transform(Transform3D(), push_constant.transform);
}
+#ifdef REAL_T_IS_DOUBLE
+ // Split the origin into two components, the float approximation and the missing precision
+ // In the shader we will combine these back together to restore the lost precision.
+ RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &push_constant.transform[12], &push_constant.transform[3]);
+ RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &push_constant.transform[13], &push_constant.transform[7]);
+ RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &push_constant.transform[14], &push_constant.transform[11]);
+#endif
+
push_constant.flags = inst->flags_cache;
push_constant.gi_offset = inst->gi_offset_cache;
push_constant.layer_mask = inst->layer_mask;
@@ -2472,6 +2480,11 @@ RenderForwardMobile::RenderForwardMobile() {
{
defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
}
+#ifdef REAL_T_IS_DOUBLE
+ {
+ defines += "\n#define USE_DOUBLE_PRECISION \n";
+ }
+#endif
scene_shader.init(defines);
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index 383ed9247d..691d431b82 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -521,10 +521,10 @@ void SceneShaderForwardMobile::init(const String p_defines) {
//shader compiler
ShaderCompiler::DefaultIdentifierActions actions;
- actions.renames["MODEL_MATRIX"] = "model_matrix";
+ actions.renames["MODEL_MATRIX"] = "read_model_matrix";
actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix";
actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix";
- actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix";
+ actions.renames["INV_VIEW_MATRIX"] = "inv_view_matrix";
actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
actions.renames["MODELVIEW_MATRIX"] = "modelview";
@@ -657,6 +657,8 @@ void SceneShaderForwardMobile::init(const String p_defines) {
actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
+ actions.usage_defines["MODEL_MATRIX"] = "#define MODEL_MATRIX_USED\n";
+
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index d41474118d..adc4d9d01e 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -129,12 +129,52 @@ invariant gl_Position;
#GLOBALS
+#ifdef USE_DOUBLE_PRECISION
+// Helper functions for emulating double precision when adding floats.
+vec3 quick_two_sum(vec3 a, vec3 b, out vec3 out_p) {
+ vec3 s = a + b;
+ out_p = b - (s - a);
+ return s;
+}
+
+vec3 two_sum(vec3 a, vec3 b, out vec3 out_p) {
+ vec3 s = a + b;
+ vec3 v = s - a;
+ out_p = (a - (s - v)) + (b - v);
+ return s;
+}
+
+vec3 double_add_vec3(vec3 base_a, vec3 prec_a, vec3 base_b, vec3 prec_b, out vec3 out_precision) {
+ vec3 s, t, se, te;
+ s = two_sum(base_a, base_b, se);
+ t = two_sum(prec_a, prec_b, te);
+ se += t;
+ s = quick_two_sum(s, se, se);
+ se += te;
+ s = quick_two_sum(s, se, out_precision);
+ return s;
+}
+#endif
+
void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multimesh_offset, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) {
vec4 instance_custom = vec4(0.0);
#if defined(COLOR_USED)
color_interp = color_attrib;
#endif
+ mat4 inv_view_matrix = scene_data.inv_view_matrix;
+
+#ifdef USE_DOUBLE_PRECISION
+ vec3 model_precision = vec3(model_matrix[0][3], model_matrix[1][3], model_matrix[2][3]);
+ model_matrix[0][3] = 0.0;
+ model_matrix[1][3] = 0.0;
+ model_matrix[2][3] = 0.0;
+ vec3 view_precision = vec3(inv_view_matrix[0][3], inv_view_matrix[1][3], inv_view_matrix[2][3]);
+ inv_view_matrix[0][3] = 0.0;
+ inv_view_matrix[1][3] = 0.0;
+ inv_view_matrix[2][3] = 0.0;
+#endif
+
mat3 model_normal_matrix;
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
model_normal_matrix = transpose(inverse(mat3(model_matrix)));
@@ -142,11 +182,12 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
model_normal_matrix = mat3(model_matrix);
}
+ mat4 matrix;
+ mat4 read_model_matrix = model_matrix;
+
if (is_multimesh) {
//multimesh, instances are for it
- mat4 matrix;
-
#ifdef USE_PARTICLE_TRAILS
uint trail_size = (instances.data[instance_index].flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK;
uint stride = 3 + 1 + 1; //particles always uses this format
@@ -232,7 +273,14 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
#endif
//transpose
matrix = transpose(matrix);
- model_matrix = model_matrix * matrix;
+#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED)
+ // Normally we can bake the multimesh transform into the model matrix, but when using double precision
+ // we avoid baking it in so we can emulate high precision.
+ read_model_matrix = model_matrix * matrix;
+#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED)
+ model_matrix = read_model_matrix;
+#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED)
+#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED)
model_normal_matrix = model_normal_matrix * mat3(matrix);
}
@@ -297,7 +345,22 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
// using local coordinates (default)
#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
+#ifdef USE_DOUBLE_PRECISION
+ // We separate the basis from the origin becasue the basis is fine with single point precision.
+ // Then we combine the translations from the model matrix and the view matrix using emulated doubles.
+ // We add the result to the vertex and ignore the final lost precision.
+ vec3 model_origin = model_matrix[3].xyz;
+ if (is_multimesh) {
+ vertex = mat3(matrix) * vertex;
+ model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision);
+ }
+ vertex = mat3(model_matrix) * vertex;
+ vec3 temp_precision; // Will be ignored.
+ vertex += double_add_vec3(model_origin, model_precision, scene_data.inv_view_matrix[3].xyz, view_precision, temp_precision);
+ vertex = mat3(scene_data.view_matrix) * vertex;
+#else
vertex = (modelview * vec4(vertex, 1.0)).xyz;
+#endif
#ifdef NORMAL_USED
normal = modelview_normal * normal;
#endif
@@ -490,7 +553,6 @@ layout(location = 10) in flat uint instance_index_interp;
//defines to keep compatibility with vertex
-#define model_matrix instances.data[draw_call.instance_index].transform
#ifdef USE_MULTIVIEW
#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
#define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex]
@@ -737,6 +799,17 @@ void fragment_shader(in SceneData scene_data) {
vec2 alpha_texture_coordinate = vec2(0.0, 0.0);
#endif // ALPHA_ANTIALIASING_EDGE_USED
+ mat4 inv_view_matrix = scene_data.inv_view_matrix;
+ mat4 read_model_matrix = instances.data[instance_index].transform;
+#ifdef USE_DOUBLE_PRECISION
+ read_model_matrix[0][3] = 0.0;
+ read_model_matrix[1][3] = 0.0;
+ read_model_matrix[2][3] = 0.0;
+ inv_view_matrix[0][3] = 0.0;
+ inv_view_matrix[1][3] = 0.0;
+ inv_view_matrix[2][3] = 0.0;
+#endif
+
{
#CODE : FRAGMENT
}
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index a109fd4d75..4e5c5b6c5b 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -123,6 +123,33 @@ invariant gl_Position;
#define scene_data scene_data_block.data
+#ifdef USE_DOUBLE_PRECISION
+// Helper functions for emulating double precision when adding floats.
+vec3 quick_two_sum(vec3 a, vec3 b, out vec3 out_p) {
+ vec3 s = a + b;
+ out_p = b - (s - a);
+ return s;
+}
+
+vec3 two_sum(vec3 a, vec3 b, out vec3 out_p) {
+ vec3 s = a + b;
+ vec3 v = s - a;
+ out_p = (a - (s - v)) + (b - v);
+ return s;
+}
+
+vec3 double_add_vec3(vec3 base_a, vec3 prec_a, vec3 base_b, vec3 prec_b, out vec3 out_precision) {
+ vec3 s, t, se, te;
+ s = two_sum(base_a, base_b, se);
+ t = two_sum(prec_a, prec_b, te);
+ se += t;
+ s = quick_two_sum(s, se, se);
+ se += te;
+ s = quick_two_sum(s, se, out_precision);
+ return s;
+}
+#endif
+
void main() {
vec4 instance_custom = vec4(0.0);
#if defined(COLOR_USED)
@@ -132,6 +159,17 @@ void main() {
bool is_multimesh = bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH);
mat4 model_matrix = draw_call.transform;
+ mat4 inv_view_matrix = scene_data.inv_view_matrix;
+#ifdef USE_DOUBLE_PRECISION
+ vec3 model_precision = vec3(model_matrix[0][3], model_matrix[1][3], model_matrix[2][3]);
+ model_matrix[0][3] = 0.0;
+ model_matrix[1][3] = 0.0;
+ model_matrix[2][3] = 0.0;
+ vec3 view_precision = vec3(inv_view_matrix[0][3], inv_view_matrix[1][3], inv_view_matrix[2][3]);
+ inv_view_matrix[0][3] = 0.0;
+ inv_view_matrix[1][3] = 0.0;
+ inv_view_matrix[2][3] = 0.0;
+#endif
mat3 model_normal_matrix;
if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
@@ -140,11 +178,12 @@ void main() {
model_normal_matrix = mat3(model_matrix);
}
+ mat4 matrix;
+ mat4 read_model_matrix = model_matrix;
+
if (is_multimesh) {
//multimesh, instances are for it
- mat4 matrix;
-
#ifdef USE_PARTICLE_TRAILS
uint trail_size = (draw_call.flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK;
uint stride = 3 + 1 + 1; //particles always uses this format
@@ -230,7 +269,15 @@ void main() {
#endif
//transpose
matrix = transpose(matrix);
- model_matrix = model_matrix * matrix;
+
+#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED)
+ // Normally we can bake the multimesh transform into the model matrix, but when using double precision
+ // we avoid baking it in so we can emulate high precision.
+ read_model_matrix = model_matrix * matrix;
+#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED)
+ model_matrix = read_model_matrix;
+#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED)
+#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED)
model_normal_matrix = model_normal_matrix * mat3(matrix);
}
@@ -297,7 +344,22 @@ void main() {
// using local coordinates (default)
#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
+#ifdef USE_DOUBLE_PRECISION
+ // We separate the basis from the origin becasue the basis is fine with single point precision.
+ // Then we combine the translations from the model matrix and the view matrix using emulated doubles.
+ // We add the result to the vertex and ignore the final lost precision.
+ vec3 model_origin = model_matrix[3].xyz;
+ if (is_multimesh) {
+ vertex = mat3(matrix) * vertex;
+ model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision);
+ }
+ vertex = mat3(model_matrix) * vertex;
+ vec3 temp_precision;
+ vertex += double_add_vec3(model_origin, model_precision, scene_data.inv_view_matrix[3].xyz, view_precision, temp_precision);
+ vertex = mat3(scene_data.view_matrix) * vertex;
+#else
vertex = (modelview * vec4(vertex, 1.0)).xyz;
+#endif
#ifdef NORMAL_USED
normal = modelview_normal * normal;
#endif
@@ -468,7 +530,6 @@ layout(location = 9) highp in float dp_clip;
//defines to keep compatibility with vertex
-#define model_matrix draw_call.transform
#ifdef USE_MULTIVIEW
#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
#define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex]
@@ -685,6 +746,17 @@ void main() {
vec2 alpha_texture_coordinate = vec2(0.0, 0.0);
#endif // ALPHA_ANTIALIASING_EDGE_USED
+ mat4 inv_view_matrix = scene_data.inv_view_matrix;
+ mat4 read_model_matrix = draw_call.transform;
+#ifdef USE_DOUBLE_PRECISION
+ read_model_matrix[0][3] = 0.0;
+ read_model_matrix[1][3] = 0.0;
+ read_model_matrix[2][3] = 0.0;
+ inv_view_matrix[0][3] = 0.0;
+ inv_view_matrix[1][3] = 0.0;
+ inv_view_matrix[2][3] = 0.0;
+#endif
+
{
#CODE : FRAGMENT
}
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.h b/servers/rendering/renderer_rd/storage_rd/material_storage.h
index db2e4cfa2a..2ce6550cc1 100644
--- a/servers/rendering/renderer_rd/storage_rd/material_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.h
@@ -311,6 +311,18 @@ public:
}
}
+ // http://andrewthall.org/papers/df64_qf128.pdf
+#ifdef REAL_T_IS_DOUBLE
+ static _FORCE_INLINE_ void split_double(double a, float *ahi, float *alo) {
+ const double SPLITTER = (1 << 29) + 1;
+ double t = a * SPLITTER;
+ double thi = t - (t - a);
+ double tlo = a - thi;
+ *ahi = (float)thi;
+ *alo = (float)tlo;
+ }
+#endif
+
/* Samplers */
_FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp
index f925f87cbe..7dd790d1da 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp
@@ -59,6 +59,12 @@ void RenderSceneDataRD::update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p
RendererRD::MaterialStorage::store_transform(cam_transform, ubo.inv_view_matrix);
RendererRD::MaterialStorage::store_transform(cam_transform.affine_inverse(), ubo.view_matrix);
+#ifdef REAL_T_IS_DOUBLE
+ RendererRD::MaterialStorage::split_double(-cam_transform.origin.x, &ubo.inv_view_matrix[12], &ubo.inv_view_matrix[3]);
+ RendererRD::MaterialStorage::split_double(-cam_transform.origin.y, &ubo.inv_view_matrix[13], &ubo.inv_view_matrix[7]);
+ RendererRD::MaterialStorage::split_double(-cam_transform.origin.z, &ubo.inv_view_matrix[14], &ubo.inv_view_matrix[11]);
+#endif
+
for (uint32_t v = 0; v < view_count; v++) {
projection = correction * view_projection[v];
RendererRD::MaterialStorage::store_camera(projection, ubo.projection_matrix_view[v]);
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index cd063f91ac..4f9af4a37b 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -86,8 +86,8 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].main_function = true;
//builtins
- shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODEL_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODEL_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3;
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODEL_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;