diff options
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 16 |
1 files changed, 15 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 52ff70f746..0b389b0478 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -268,9 +268,11 @@ void main() { #ifdef USE_MULTIVIEW mat4 projection_matrix = multiview_data.projection_matrix_view[ViewIndex]; mat4 inv_projection_matrix = multiview_data.inv_projection_matrix_view[ViewIndex]; + vec3 eye_offset = multiview_data.eye_offset[ViewIndex].xyz; #else mat4 projection_matrix = scene_data.projection_matrix; mat4 inv_projection_matrix = scene_data.inv_projection_matrix; + vec3 eye_offset = vec3(0.0, 0.0, 0.0); #endif //USE_MULTIVIEW #ifdef USE_INSTANCING @@ -565,9 +567,15 @@ uniform highp samplerCubeShadow positional_shadow; // texunit:-4 #ifdef USE_MULTIVIEW uniform highp sampler2DArray depth_buffer; // texunit:-6 uniform highp sampler2DArray color_buffer; // texunit:-5 +vec3 multiview_uv(vec2 uv) { + return vec3(uv, ViewIndex); +} #else uniform highp sampler2D depth_buffer; // texunit:-6 uniform highp sampler2D color_buffer; // texunit:-5 +vec2 multiview_uv(vec2 uv) { + return uv; +} #endif uniform highp mat4 world_transform; @@ -924,9 +932,15 @@ void main() { //lay out everything, whatever is unused is optimized away anyway vec3 vertex = vertex_interp; #ifdef USE_MULTIVIEW - vec3 view = -normalize(vertex_interp - multiview_data.eye_offset[ViewIndex].xyz); + vec3 eye_offset = multiview_data.eye_offset[ViewIndex].xyz; + vec3 view = -normalize(vertex_interp - eye_offset); + mat4 projection_matrix = multiview_data.projection_matrix_view[ViewIndex]; + mat4 inv_projection_matrix = multiview_data.inv_projection_matrix_view[ViewIndex]; #else + vec3 eye_offset = vec3(0.0, 0.0, 0.0); vec3 view = -normalize(vertex_interp); + mat4 projection_matrix = scene_data.projection_matrix; + mat4 inv_projection_matrix = scene_data.inv_projection_matrix; #endif highp mat4 model_matrix = world_transform; vec3 albedo = vec3(1.0); |