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-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index d22f936a35..16f77fb91a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -877,17 +877,17 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
vec4 splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
splane /= splane.w;
- vec2 proj_uv = normal_to_panorama(splane.xyz) * spot_lights.data[idx].projector_rect.zw;
+ vec2 proj_uv = splane.xy * spot_lights.data[idx].projector_rect.zw;
if (sc_projector_use_mipmaps) {
//ensure we have proper mipmaps
vec4 splane_ddx = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0));
splane_ddx /= splane_ddx.w;
- vec2 proj_uv_ddx = normal_to_panorama(splane_ddx.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
+ vec2 proj_uv_ddx = splane_ddx.xy * spot_lights.data[idx].projector_rect.zw - proj_uv;
vec4 splane_ddy = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0));
splane_ddy /= splane_ddy.w;
- vec2 proj_uv_ddy = normal_to_panorama(splane_ddy.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
+ vec2 proj_uv_ddy = splane_ddy.xy * spot_lights.data[idx].projector_rect.zw - proj_uv;
vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + spot_lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy);
color *= proj.rgb * proj.a;