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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp1
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h1
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp1
-rw-r--r--drivers/gles3/shaders/scene.glsl2
4 files changed, 5 insertions, 0 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 146a2359b6..98a9211d0c 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -2404,6 +2404,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
//store camera into ubo
store_camera(p_cam_projection, state.ubo_data.projection_matrix);
+ store_camera(p_cam_projection.inverse(), state.ubo_data.inv_projection_matrix);
store_transform(p_cam_transform, state.ubo_data.camera_matrix);
store_transform(p_cam_transform.affine_inverse(), state.ubo_data.camera_inverse_matrix);
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 8669c42a7a..04cb3597da 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -110,6 +110,7 @@ public:
struct SceneDataUBO {
//this is a std140 compatible struct. Please read the OpenGL 3.3 Specificaiton spec before doing any changes
float projection_matrix[16];
+ float inv_projection_matrix[16];
float camera_inverse_matrix[16];
float camera_matrix[16];
float ambient_light_color[4];
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 5401c8266a..b3b2517ad6 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -750,6 +750,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix";
actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix";
actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix";
+ actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview";
actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz";
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 5f83033293..af4044224c 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -61,6 +61,7 @@ layout(location=12) in highp vec4 instance_custom_data;
layout(std140) uniform SceneData { //ubo:0
highp mat4 projection_matrix;
+ highp mat4 inv_projection_matrix;
highp mat4 camera_inverse_matrix;
highp mat4 camera_matrix;
@@ -643,6 +644,7 @@ FRAGMENT_SHADER_GLOBALS
layout(std140) uniform SceneData {
highp mat4 projection_matrix;
+ highp mat4 inv_projection_matrix;
highp mat4 camera_inverse_matrix;
highp mat4 camera_matrix;