diff options
24 files changed, 156 insertions, 156 deletions
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index e28a40ba9b..158b96ef27 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -175,7 +175,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {  			p_shader->canvas_item.uses_color = false;  			p_shader->canvas_item.uses_vertex = false; -			p_shader->canvas_item.uses_world_matrix = false; +			p_shader->canvas_item.uses_model_matrix = false;  			p_shader->canvas_item.uses_extra_matrix = false;  			p_shader->canvas_item.uses_projection_matrix = false;  			p_shader->canvas_item.uses_instance_custom = false; @@ -198,7 +198,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {  			shaders.actions_canvas.usage_flag_pointers["VERTEX"] = &p_shader->canvas_item.uses_vertex; -			shaders.actions_canvas.usage_flag_pointers["WORLD_MATRIX"] = &p_shader->canvas_item.uses_world_matrix; +			shaders.actions_canvas.usage_flag_pointers["MODEL_MATRIX"] = &p_shader->canvas_item.uses_model_matrix;  			shaders.actions_canvas.usage_flag_pointers["EXTRA_MATRIX"] = &p_shader->canvas_item.uses_extra_matrix;  			shaders.actions_canvas.usage_flag_pointers["PROJECTION_MATRIX"] = &p_shader->canvas_item.uses_projection_matrix;  			shaders.actions_canvas.usage_flag_pointers["INSTANCE_CUSTOM"] = &p_shader->canvas_item.uses_instance_custom; diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index 96daed581b..83b81293c4 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -202,7 +202,7 @@ public:  			bool uses_vertex;  			// all these should disable item joining if used in a custom shader -			bool uses_world_matrix; +			bool uses_model_matrix;  			bool uses_extra_matrix;  			bool uses_projection_matrix;  			bool uses_instance_custom; diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index a18c451858..8812447f6e 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -96,7 +96,7 @@ void main() {  #endif -	mat4 world_matrix = mat4(vec4(draw_data[draw_data_instance].world_x, 0.0, 0.0), vec4(draw_data[draw_data_instance].world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data[draw_data_instance].world_ofs, 0.0, 1.0)); +	mat4 model_matrix = mat4(vec4(draw_data[draw_data_instance].world_x, 0.0, 0.0), vec4(draw_data[draw_data_instance].world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data[draw_data_instance].world_ofs, 0.0, 1.0));  	// MultiMeshes don't batch, so always read from draw_data[0]  	uint instancing = draw_data[0].flags & FLAGS_INSTANCING_MASK; @@ -169,7 +169,7 @@ void main() {  			}  			matrix = transpose(matrix); -			world_matrix = world_matrix * matrix; +			model_matrix = model_matrix * matrix;  		}  	}  */ @@ -192,7 +192,7 @@ void main() {  #endif  #if !defined(SKIP_TRANSFORM_USED) -	vertex = (world_matrix * vec4(vertex, 0.0, 1.0)).xy; +	vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;  #endif  	color_interp = color; diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl index 65389c211a..94485abd11 100644 --- a/drivers/gles3/shaders/canvas_shadow.glsl +++ b/drivers/gles3/shaders/canvas_shadow.glsl @@ -15,13 +15,13 @@ layout(location = 0) in highp vec3 vertex;  uniform highp mat4 projection_matrix;  /* clang-format on */  uniform highp mat4 light_matrix; -uniform highp mat4 world_matrix; +uniform highp mat4 model_matrix;  uniform highp float distance_norm;  out highp vec4 position_interp;  void main() { -	gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0))); +	gl_Position = projection_matrix * (light_matrix * (model_matrix * vec4(vertex, 1.0)));  	position_interp = gl_Position;  } diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 2d504cd052..ebb00e81d0 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -73,8 +73,8 @@ layout(location = 12) in highp vec4 instance_custom_data;  // uniforms  // -uniform highp mat4 camera_matrix; -uniform highp mat4 camera_inverse_matrix; +uniform highp mat4 inv_view_matrix; +uniform highp mat4 view_matrix;  uniform highp mat4 projection_matrix;  uniform highp mat4 projection_inverse_matrix; @@ -314,7 +314,7 @@ uniform mediump float fog_height_curve;  void main() {  	highp vec4 vertex = vertex_attrib; -	mat4 world_matrix = world_transform; +	mat4 model_matrix = world_transform;  #ifdef USE_INSTANCING  	{ @@ -323,7 +323,7 @@ void main() {  				instance_xform_row_1,  				instance_xform_row_2,  				vec4(0.0, 0.0, 0.0, 1.0)); -		world_matrix = world_matrix * transpose(m); +		model_matrix = model_matrix * transpose(m);  	}  #endif @@ -356,12 +356,12 @@ void main() {  #endif  #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) -	vertex = world_matrix * vertex; -	normal = normalize((world_matrix * vec4(normal, 0.0)).xyz); +	vertex = model_matrix * vertex; +	normal = normalize((model_matrix * vec4(normal, 0.0)).xyz);  #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) -	tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz); -	binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz); +	tangent = normalize((model_matrix * vec4(tangent, 0.0)).xyz); +	binormal = normalize((model_matrix * vec4(binormal, 0.0)).xyz);  #endif  #endif @@ -395,7 +395,7 @@ void main() {  #endif -	world_matrix = world_matrix * bone_transform; +	model_matrix = model_matrix * bone_transform;  #endif @@ -408,11 +408,11 @@ void main() {  	mat4 local_projection_matrix = projection_matrix; -	mat4 modelview = camera_inverse_matrix * world_matrix; +	mat4 modelview = view_matrix * model_matrix;  	float roughness = 1.0;  #define projection_matrix local_projection_matrix -#define world_transform world_matrix +#define world_transform model_matrix  	float point_size = 1.0; @@ -439,11 +439,11 @@ VERTEX_SHADER_CODE  #endif  #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) -	vertex = camera_inverse_matrix * vertex; -	normal = normalize((camera_inverse_matrix * vec4(normal, 0.0)).xyz); +	vertex = view_matrix * vertex; +	normal = normalize((view_matrix * vec4(normal, 0.0)).xyz);  #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) -	tangent = normalize((camera_inverse_matrix * vec4(tangent, 0.0)).xyz); -	binormal = normalize((camera_inverse_matrix * vec4(binormal, 0.0)).xyz); +	tangent = normalize((view_matrix * vec4(tangent, 0.0)).xyz); +	binormal = normalize((view_matrix * vec4(binormal, 0.0)).xyz);  #endif  #endif @@ -635,7 +635,7 @@ VERTEX_SHADER_CODE  #ifdef FOG_HEIGHT_ENABLED  	{ -		float y = (camera_matrix * vec4(vertex_interp, 1.0)).y; +		float y = (inv_view_matrix * vec4(vertex_interp, 1.0)).y;  		fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));  	}  #endif @@ -680,9 +680,9 @@ precision mediump int;  // uniforms  // -uniform highp mat4 camera_matrix; +uniform highp mat4 inv_view_matrix;  /* clang-format on */ -uniform highp mat4 camera_inverse_matrix; +uniform highp mat4 view_matrix;  uniform highp mat4 projection_matrix;  uniform highp mat4 projection_inverse_matrix; @@ -1644,7 +1644,7 @@ FRAGMENT_SHADER_CODE  		cone_dirs[10] = vec3(-0.700629, -0.509037, -0.5);  		cone_dirs[11] = vec3(0.267617, -0.823639, -0.5); -		vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz; +		vec3 local_normal = normalize(inv_view_matrix * vec4(normal, 0.0)).xyz;  		vec4 captured = vec4(0.0);  		float sum = 0.0;  		for (int i = 0; i < 12; i++) { @@ -2122,7 +2122,7 @@ FRAGMENT_SHADER_CODE  #ifdef FOG_HEIGHT_ENABLED  	{ -		float y = (camera_matrix * vec4(vertex, 1.0)).y; +		float y = (inv_view_matrix * vec4(vertex, 1.0)).y;  		fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));  	}  #endif diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index 39e2e0bc9b..52e60b606c 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -5935,9 +5935,9 @@ void fragment() {  	float angle_fade = abs(dot(dir, NORMAL));  	angle_fade = smoothstep(0.05, 0.2, angle_fade); -	vec3 world_pos = (CAMERA_MATRIX * vec4(VERTEX, 1.0)).xyz; -	vec3 world_normal = (CAMERA_MATRIX * vec4(NORMAL, 0.0)).xyz; -	vec3 camera_world_pos = CAMERA_MATRIX[3].xyz; +	vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz; +	vec3 world_normal = (INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz; +	vec3 camera_world_pos = INV_VIEW_MATRIX[3].xyz;  	vec3 camera_world_pos_on_plane = camera_world_pos * (1.0 - world_normal);  	float dist_fade = 1.0 - (distance(world_pos, camera_world_pos_on_plane) / grid_size);  	dist_fade = smoothstep(0.02, 0.3, dist_fade); diff --git a/editor/plugins/skeleton_3d_editor_plugin.cpp b/editor/plugins/skeleton_3d_editor_plugin.cpp index aadc7a2e66..ef171e9115 100644 --- a/editor/plugins/skeleton_3d_editor_plugin.cpp +++ b/editor/plugins/skeleton_3d_editor_plugin.cpp @@ -811,7 +811,7 @@ void vertex() {  		COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );  	}  	VERTEX = VERTEX; -	POSITION=PROJECTION_MATRIX*INV_CAMERA_MATRIX*WORLD_MATRIX*vec4(VERTEX.xyz,1.0); +	POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);  	POSITION.z = mix(POSITION.z, 0, 0.999);  	POINT_SIZE = point_size;  } @@ -1104,7 +1104,7 @@ void vertex() {  		COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );  	}  	VERTEX = VERTEX; -	POSITION=PROJECTION_MATRIX*INV_CAMERA_MATRIX*WORLD_MATRIX*vec4(VERTEX.xyz,1.0); +	POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);  	POSITION.z = mix(POSITION.z, 0, 0.998);  }  void fragment() { diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index d83cf17048..50773836db 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -4949,17 +4949,17 @@ VisualShaderEditor::VisualShaderEditor() {  	// NODE3D-FOR-ALL -	add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "camera"), { "camera" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); -	add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_camera"), { "inv_camera" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); -	add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection"), { "inv_projection" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); +	add_options.push_back(AddOption("InvProjectionMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection_matrix"), { "inv_projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); +	add_options.push_back(AddOption("InvViewMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_view_matrix"), { "inv_view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); +	add_options.push_back(AddOption("ModelMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "model_matrix"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));  	add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "normal"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_SPATIAL));  	add_options.push_back(AddOption("OutputIsSRGB", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "output_is_srgb"), { "output_is_srgb" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_SPATIAL)); -	add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection"), { "projection" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL)); +	add_options.push_back(AddOption("ProjectionMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection_matrix"), { "projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));  	add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));  	add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));  	add_options.push_back(AddOption("UV2", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv2"), { "uv2" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL)); +	add_options.push_back(AddOption("ViewMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "view_matrix"), { "view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));  	add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "viewport_size"), { "viewport_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL)); -	add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "world"), { "world" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));  	// CANVASITEM-FOR-ALL @@ -5012,7 +5012,7 @@ VisualShaderEditor::VisualShaderEditor() {  	add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));  	add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));  	add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); -	add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview"), { "modelview" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); +	add_options.push_back(AddOption("ModelViewMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview_matrix"), { "modelview_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));  	add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));  	add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));  	add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); @@ -5053,15 +5053,15 @@ VisualShaderEditor::VisualShaderEditor() {  	// CANVASITEM INPUTS  	add_options.push_back(AddOption("AtLightPass", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); -	add_options.push_back(AddOption("Canvas", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas"), { "canvas" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); +	add_options.push_back(AddOption("CanvasMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas_matrix"), { "canvas_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));  	add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));  	add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));  	add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); +	add_options.push_back(AddOption("ModelMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "model_matrix"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));  	add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); -	add_options.push_back(AddOption("Screen", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "screen"), { "screen" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); +	add_options.push_back(AddOption("ScreenMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "screen_matrix"), { "screen_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));  	add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));  	add_options.push_back(AddOption("VertexId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); -	add_options.push_back(AddOption("World", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "world"), { "world" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));  	add_options.push_back(AddOption("AtLightPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));  	add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index a0e6cc28ce..430626b008 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -809,26 +809,26 @@ void BaseMaterial3D::_update_shader() {  		case BILLBOARD_DISABLED: {  		} break;  		case BILLBOARD_ENABLED: { -			code += "	MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n"; +			code += "	MODELVIEW_MATRIX = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n";  			if (flags[FLAG_BILLBOARD_KEEP_SCALE]) { -				code += "	MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n"; +				code += "	MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";  			}  		} break;  		case BILLBOARD_FIXED_Y: { -			code += "	MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(vec4(normalize(cross(vec3(0.0, 1.0, 0.0), CAMERA_MATRIX[2].xyz)),0.0),vec4(0.0, 1.0, 0.0, 0.0),vec4(normalize(cross(CAMERA_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))),0.0),WORLD_MATRIX[3]);\n"; +			code += "	MODELVIEW_MATRIX = VIEW_MATRIX * mat4(vec4(normalize(cross(vec3(0.0, 1.0, 0.0), INV_VIEW_MATRIX[2].xyz)), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))), 0.0), MODEL_MATRIX[3]);\n";  			if (flags[FLAG_BILLBOARD_KEEP_SCALE]) { -				code += "	MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n"; +				code += "	MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";  			}  		} break;  		case BILLBOARD_PARTICLES: {  			//make billboard -			code += "	mat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n"; +			code += "	mat4 mat_world = mat4(normalize(INV_VIEW_MATRIX[0]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]) * length(MODEL_MATRIX[0]),normalize(INV_VIEW_MATRIX[2]) * length(MODEL_MATRIX[2]), MODEL_MATRIX[3]);\n";  			//rotate by rotation -			code += "	mat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n"; +			code += "	mat_world = mat_world * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";  			//set modelview -			code += "	MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n"; +			code += "	MODELVIEW_MATRIX = VIEW_MATRIX * mat_world;\n";  			//handle animation  			code += "	float h_frames = float(particles_anim_h_frames);\n"; @@ -883,8 +883,8 @@ void BaseMaterial3D::_update_shader() {  	if (flags[FLAG_UV1_USE_TRIPLANAR]) {  		if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) { -			code += "	uv1_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n"; -			code += "	uv1_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n"; +			code += "	uv1_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n"; +			code += "	uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n";  		} else {  			code += "	uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";  			code += "	uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n"; @@ -895,8 +895,8 @@ void BaseMaterial3D::_update_shader() {  	if (flags[FLAG_UV2_USE_TRIPLANAR]) {  		if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) { -			code += "	uv2_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n"; -			code += "	uv2_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n"; +			code += "	uv2_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n"; +			code += "	uv2_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n";  		} else {  			code += "	uv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";  			code += "	uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n"; @@ -1140,7 +1140,7 @@ void BaseMaterial3D::_update_shader() {  			if (!RenderingServer::get_singleton()->is_low_end()) {  				code += "	{\n";  				if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) { -					code += "		float fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n"; +					code += "		float fade_distance = abs((VIEW_MATRIX * MODEL_MATRIX[3]).z);\n";  				} else {  					code += "		float fade_distance=-VERTEX.z;\n"; diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index d3e61dbc84..997b523d2e 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -2576,10 +2576,10 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {  	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" },  	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },  	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" }, -	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" }, -	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" }, -	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" }, -	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" }, +	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" }, +	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" }, +	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" }, +	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },  	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },  	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },  	{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, @@ -2602,11 +2602,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {  	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },  	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },  	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" }, -	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" }, -	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" }, -	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" }, -	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" }, -	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" }, +	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" }, +	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" }, +	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" }, +	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" }, +	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },  	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },  	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },  	{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" }, @@ -2634,11 +2634,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {  	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },  	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },  	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" }, -	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" }, -	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" }, -	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" }, -	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" }, -	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" }, +	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" }, +	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" }, +	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" }, +	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" }, +	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },  	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },  	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },  	{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" }, @@ -2652,9 +2652,9 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {  	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },  	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },  	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" }, -	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" }, -	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas", "CANVAS_MATRIX" }, -	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen", "SCREEN_MATRIX" }, +	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" }, +	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas_matrix", "CANVAS_MATRIX" }, +	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" },  	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },  	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },  	{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" }, diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 7b4d7e66d4..c34aca32dc 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -6805,29 +6805,29 @@ String VisualShaderNodeBillboard::generate_code(Shader::Mode p_mode, VisualShade  	switch (billboard_type) {  		case BILLBOARD_TYPE_ENABLED:  			code += "	{\n"; -			code += "		mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], CAMERA_MATRIX[1], CAMERA_MATRIX[2], WORLD_MATRIX[3]);\n"; +			code += "		mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n";  			if (keep_scale) { -				code += "		__mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; +				code += "		__mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";  			}  			code += "		" + p_output_vars[0] + " = __mvm;\n";  			code += "	}\n";  			break;  		case BILLBOARD_TYPE_FIXED_Y:  			code += "	{\n"; -			code += "		mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], WORLD_MATRIX[1], vec4(normalize(cross(CAMERA_MATRIX[0].xyz, WORLD_MATRIX[1].xyz)), 0.0), WORLD_MATRIX[3]);\n"; +			code += "		mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], MODEL_MATRIX[1], vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, MODEL_MATRIX[1].xyz)), 0.0), MODEL_MATRIX[3]);\n";  			if (keep_scale) { -				code += "		__mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; +				code += "		__mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";  			} else { -				code += "		__mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; +				code += "		__mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";  			}  			code += "		" + p_output_vars[0] + " = __mvm;\n";  			code += "	}\n";  			break;  		case BILLBOARD_TYPE_PARTICLES:  			code += "	{\n"; -			code += "		mat4 __wm = mat4(normalize(CAMERA_MATRIX[0]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[1]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[2]) * length(WORLD_MATRIX[2]), WORLD_MATRIX[3]);\n"; +			code += "		mat4 __wm = mat4(normalize(INV_VIEW_MATRIX[0]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[2]) * length(MODEL_MATRIX[2]), MODEL_MATRIX[3]);\n";  			code += "		__wm = __wm * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; -			code += "		" + p_output_vars[0] + " = INV_CAMERA_MATRIX * __wm;\n"; +			code += "		" + p_output_vars[0] + " = VIEW_MATRIX * __wm;\n";  			code += "	}\n";  			break;  		default: 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 07298e93b7..53c44dc962 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -612,8 +612,8 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat  	//store camera into ubo  	RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);  	RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix); -	RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.camera_matrix); -	RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix); +	RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix); +	RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix);  	for (uint32_t v = 0; v < p_render_data->view_count; v++) {  		projection = correction * p_render_data->view_projection[v]; diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h index a219b98204..b770cc8f0e 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h @@ -219,8 +219,8 @@ class RenderForwardClustered : public RendererSceneRenderRD {  		struct UBO {  			float projection_matrix[16];  			float inv_projection_matrix[16]; -			float camera_matrix[16]; -			float inv_camera_matrix[16]; +			float inv_view_matrix[16]; +			float view_matrix[16];  			float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];  			float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; 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 2c42366959..33ad2c2c31 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 @@ -531,10 +531,10 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin  		//shader compiler  		ShaderCompiler::DefaultIdentifierActions actions; -		actions.renames["WORLD_MATRIX"] = "world_matrix"; -		actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix"; -		actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix"; -		actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix"; +		actions.renames["MODEL_MATRIX"] = "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["PROJECTION_MATRIX"] = "projection_matrix";  		actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";  		actions.renames["MODELVIEW_MATRIX"] = "modelview"; 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 1789319aaf..6460fb2beb 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -1520,8 +1520,8 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,  	//store camera into ubo  	RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);  	RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix); -	RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.camera_matrix); -	RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix); +	RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix); +	RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix);  	for (uint32_t v = 0; v < p_render_data->view_count; v++) {  		projection = correction * p_render_data->view_projection[v]; diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h index 8274dc3b0c..6162ca55af 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h @@ -254,8 +254,8 @@ protected:  		struct UBO {  			float projection_matrix[16];  			float inv_projection_matrix[16]; -			float camera_matrix[16]; -			float inv_camera_matrix[16]; +			float inv_view_matrix[16]; +			float view_matrix[16];  			float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];  			float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; 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 ed40e08d75..d7ed4a36f0 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 @@ -501,10 +501,10 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p  		//shader compiler  		ShaderCompiler::DefaultIdentifierActions actions; -		actions.renames["WORLD_MATRIX"] = "world_matrix"; -		actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix"; -		actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix"; -		actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix"; +		actions.renames["MODEL_MATRIX"] = "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["PROJECTION_MATRIX"] = "projection_matrix";  		actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";  		actions.renames["MODELVIEW_MATRIX"] = "modelview"; diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index b30a295fa6..a09f228b71 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -2361,7 +2361,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {  		actions.renames["UV"] = "uv";  		actions.renames["POINT_SIZE"] = "gl_PointSize"; -		actions.renames["WORLD_MATRIX"] = "world_matrix"; +		actions.renames["MODEL_MATRIX"] = "model_matrix";  		actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";  		actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";  		actions.renames["TIME"] = "canvas_data.time"; diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index 65a621b203..fbc641ee9e 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -82,7 +82,7 @@ void main() {  #endif -	mat4 world_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0)); +	mat4 model_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));  #define FLAGS_INSTANCING_MASK 0x7F  #define FLAGS_INSTANCING_HAS_COLORS (1 << 7) @@ -156,7 +156,7 @@ void main() {  			}  			matrix = transpose(matrix); -			world_matrix = world_matrix * matrix; +			model_matrix = model_matrix * matrix;  		}  	} @@ -179,7 +179,7 @@ void main() {  #endif  #if !defined(SKIP_TRANSFORM_USED) -	vertex = (world_matrix * vec4(vertex, 0.0, 1.0)).xy; +	vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;  #endif  	color_interp = color; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index f9cee011d2..c56ab5d7b2 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -130,13 +130,13 @@ void main() {  	instance_index_interp = instance_index; -	mat4 world_matrix = instances.data[instance_index].transform; +	mat4 model_matrix = instances.data[instance_index].transform; -	mat3 world_normal_matrix; +	mat3 model_normal_matrix;  	if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) { -		world_normal_matrix = transpose(inverse(mat3(world_matrix))); +		model_normal_matrix = transpose(inverse(mat3(model_matrix)));  	} else { -		world_normal_matrix = mat3(world_matrix); +		model_normal_matrix = mat3(model_matrix);  	}  	if (is_multimesh) { @@ -229,8 +229,8 @@ void main() {  #endif  		//transpose  		matrix = transpose(matrix); -		world_matrix = world_matrix * matrix; -		world_normal_matrix = world_normal_matrix * mat3(matrix); +		model_matrix = model_matrix * matrix; +		model_normal_matrix = model_normal_matrix * mat3(matrix);  	}  	vec3 vertex = vertex_attrib; @@ -267,24 +267,24 @@ void main() {  //using world coordinates  #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) -	vertex = (world_matrix * vec4(vertex, 1.0)).xyz; +	vertex = (model_matrix * vec4(vertex, 1.0)).xyz;  #ifdef NORMAL_USED -	normal = world_normal_matrix * normal; +	normal = model_normal_matrix * normal;  #endif  #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) -	tangent = world_normal_matrix * tangent; -	binormal = world_normal_matrix * binormal; +	tangent = model_normal_matrix * tangent; +	binormal = model_normal_matrix * binormal;  #endif  #endif  	float roughness = 1.0; -	mat4 modelview = scene_data.inv_camera_matrix * world_matrix; -	mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix; +	mat4 modelview = scene_data.view_matrix * model_matrix; +	mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix;  	{  #CODE : VERTEX @@ -309,14 +309,14 @@ void main() {  //using world coordinates  #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) -	vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz; +	vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz;  #ifdef NORMAL_USED -	normal = (scene_data.inv_camera_matrix * vec4(normal, 0.0)).xyz; +	normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz;  #endif  #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) -	binormal = (scene_data.inv_camera_matrix * vec4(binormal, 0.0)).xyz; -	tangent = (scene_data.inv_camera_matrix * vec4(tangent, 0.0)).xyz; +	binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz; +	tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz;  #endif  #endif @@ -453,7 +453,7 @@ layout(location = 9) in flat uint instance_index_interp;  //defines to keep compatibility with vertex -#define world_matrix instances.data[instance_index].transform +#define model_matrix instances.data[instance_index].transform  #ifdef USE_MULTIVIEW  #define projection_matrix scene_data.projection_matrix_view[ViewIndex]  #else @@ -570,7 +570,7 @@ vec4 fog_process(vec3 vertex) {  	float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density));  	if (abs(scene_data.fog_height_density) >= 0.0001) { -		float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y; +		float y = (scene_data.inv_view_matrix * vec4(vertex, 1.0)).y;  		float y_dist = y - scene_data.fog_height; @@ -1041,7 +1041,7 @@ void main() {  	if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture  		uint index = instances.data[instance_index].gi_offset; -		vec3 wnormal = mat3(scene_data.camera_matrix) * normal; +		vec3 wnormal = mat3(scene_data.inv_view_matrix) * normal;  		const float c1 = 0.429043;  		const float c2 = 0.511664;  		const float c3 = 0.743125; @@ -1095,9 +1095,9 @@ void main() {  	if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture  		//make vertex orientation the world one, but still align to camera -		vec3 cam_pos = mat3(scene_data.camera_matrix) * vertex; -		vec3 cam_normal = mat3(scene_data.camera_matrix) * normal; -		vec3 cam_reflection = mat3(scene_data.camera_matrix) * reflect(-view, normal); +		vec3 cam_pos = mat3(scene_data.inv_view_matrix) * vertex; +		vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normal; +		vec3 cam_reflection = mat3(scene_data.inv_view_matrix) * reflect(-view, normal);  		//apply y-mult  		cam_pos.y *= sdfgi.y_mult; @@ -1837,7 +1837,7 @@ void main() {  				vec3(0, -1, 0),  				vec3(0, 0, -1)); -		vec3 cam_normal = mat3(scene_data.camera_matrix) * normalize(normal_interp); +		vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normalize(normal_interp);  		float closest_dist = -1e20; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl index 2e31503669..f2672f10e7 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl @@ -174,8 +174,8 @@ sdfgi;  layout(set = 1, binding = 0, std140) uniform SceneData {  	mat4 projection_matrix;  	mat4 inv_projection_matrix; -	mat4 camera_matrix; -	mat4 inv_camera_matrix; +	mat4 inv_view_matrix; +	mat4 view_matrix;  	// only used for multiview  	mat4 projection_matrix_view[MAX_VIEWS]; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index 0fcf449659..6911cab27b 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -122,13 +122,13 @@ void main() {  	bool is_multimesh = bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH); -	mat4 world_matrix = draw_call.transform; +	mat4 model_matrix = draw_call.transform; -	mat3 world_normal_matrix; +	mat3 model_normal_matrix;  	if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) { -		world_normal_matrix = transpose(inverse(mat3(world_matrix))); +		model_normal_matrix = transpose(inverse(mat3(model_matrix)));  	} else { -		world_normal_matrix = mat3(world_matrix); +		model_normal_matrix = mat3(model_matrix);  	}  	if (is_multimesh) { @@ -221,8 +221,8 @@ void main() {  #endif  		//transpose  		matrix = transpose(matrix); -		world_matrix = world_matrix * matrix; -		world_normal_matrix = world_normal_matrix * mat3(matrix); +		model_matrix = model_matrix * matrix; +		model_normal_matrix = model_normal_matrix * mat3(matrix);  	}  	vec3 vertex = vertex_attrib; @@ -259,24 +259,24 @@ void main() {  //using world coordinates  #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) -	vertex = (world_matrix * vec4(vertex, 1.0)).xyz; +	vertex = (model_matrix * vec4(vertex, 1.0)).xyz;  #ifdef NORMAL_USED -	normal = world_normal_matrix * normal; +	normal = model_normal_matrix * normal;  #endif  #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) -	tangent = world_normal_matrix * tangent; -	binormal = world_normal_matrix * binormal; +	tangent = model_normal_matrix * tangent; +	binormal = model_normal_matrix * binormal;  #endif  #endif  	float roughness = 1.0; -	mat4 modelview = scene_data.inv_camera_matrix * world_matrix; -	mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix; +	mat4 modelview = scene_data.view_matrix * model_matrix; +	mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix;  	{  #CODE : VERTEX @@ -303,14 +303,14 @@ void main() {  //using world coordinates  #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) -	vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz; +	vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz;  #ifdef NORMAL_USED -	normal = (scene_data.inv_camera_matrix * vec4(normal, 0.0)).xyz; +	normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz;  #endif  #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) -	binormal = (scene_data.inv_camera_matrix * vec4(binormal, 0.0)).xyz; -	tangent = (scene_data.inv_camera_matrix * vec4(tangent, 0.0)).xyz; +	binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz; +	tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz;  #endif  #endif @@ -458,7 +458,7 @@ layout(location = 8) highp in float dp_clip;  //defines to keep compatibility with vertex -#define world_matrix draw_call.transform +#define model_matrix draw_call.transform  #ifdef USE_MULTIVIEW  #define projection_matrix scene_data.projection_matrix_view[ViewIndex]  #else @@ -560,7 +560,7 @@ vec4 fog_process(vec3 vertex) {  	float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density));  	if (abs(scene_data.fog_height_density) >= 0.0001) { -		float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y; +		float y = (scene_data.inv_view_matrix * vec4(vertex, 1.0)).y;  		float y_dist = y - scene_data.fog_height; @@ -967,7 +967,7 @@ void main() {  	if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture  		uint index = draw_call.gi_offset; -		vec3 wnormal = mat3(scene_data.camera_matrix) * normal; +		vec3 wnormal = mat3(scene_data.inv_view_matrix) * normal;  		const float c1 = 0.429043;  		const float c2 = 0.511664;  		const float c3 = 0.743125; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl index 7a624c3b95..91ef19ab67 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl @@ -128,8 +128,8 @@ global_variables;  layout(set = 1, binding = 0, std140) uniform SceneData {  	highp mat4 projection_matrix;  	highp mat4 inv_projection_matrix; -	highp mat4 camera_matrix; -	highp mat4 inv_camera_matrix; +	highp mat4 inv_view_matrix; +	highp mat4 view_matrix;  	// only used for multiview  	highp mat4 projection_matrix_view[MAX_VIEWS]; diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index 9ea98dc593..f0785d4042 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -86,10 +86,10 @@ ShaderTypes::ShaderTypes() {  	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].main_function = true;  	//builtins -	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4; -	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3; -	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); -	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); +	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["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;  	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);  	shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4; @@ -145,10 +145,10 @@ ShaderTypes::ShaderTypes() {  	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); -	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); -	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3); -	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); -	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); +	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); +	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["MODEL_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3); +	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); +	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);  	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);  	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);  	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); @@ -163,9 +163,9 @@ ShaderTypes::ShaderTypes() {  	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_ANTIALIASING_EDGE"] = ShaderLanguage::TYPE_FLOAT;  	shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_TEXTURE_COORDINATE"] = ShaderLanguage::TYPE_VEC2; -	shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); -	shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); -	shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); +	shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); +	shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); +	shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);  	shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);  	shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);  	shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); @@ -227,7 +227,7 @@ ShaderTypes::ShaderTypes() {  	shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;  	shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT; -	shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); +	shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);  	shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CANVAS_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);  	shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["SCREEN_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);  	shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);  |