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-rw-r--r--servers/visual/rasterizer_rd/rasterizer_scene_high_end_rd.cpp10
-rw-r--r--servers/visual/shader_language.cpp4
2 files changed, 11 insertions, 3 deletions
diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_high_end_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
index a33c94fbcd..dd6bece11d 100644
--- a/servers/visual/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
+++ b/servers/visual/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
@@ -1894,8 +1894,16 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
if (draw_sky) {
RENDER_TIMESTAMP("Render Sky");
+
+ CameraMatrix projection = p_cam_projection;
+ if (p_reflection_probe.is_valid()) {
+ CameraMatrix correction;
+ correction.set_depth_correction(true);
+ projection = correction * p_cam_projection;
+ }
+
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, can_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, can_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
- _draw_sky(draw_list, RD::get_singleton()->framebuffer_get_format(opaque_framebuffer), p_environment, p_cam_projection, p_cam_transform, 1.0);
+ _draw_sky(draw_list, RD::get_singleton()->framebuffer_get_format(opaque_framebuffer), p_environment, projection, p_cam_transform, 1.0);
RD::get_singleton()->draw_list_end();
if (using_separate_specular && !can_continue) {
diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp
index 438ec2079c..97a18e6d86 100644
--- a/servers/visual/shader_language.cpp
+++ b/servers/visual/shader_language.cpp
@@ -2657,10 +2657,10 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
case ShaderLanguage::TYPE_UVEC3:
case ShaderLanguage::TYPE_UVEC4: {
- pi.type = Variant::PACKED_INT_ARRAY;
+ pi.type = Variant::PACKED_INT32_ARRAY;
} break;
case ShaderLanguage::TYPE_FLOAT: {
- pi.type = Variant::REAL;
+ pi.type = Variant::FLOAT;
if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_RANGE) {
pi.hint = PROPERTY_HINT_RANGE;
pi.hint_string = rtos(p_uniform.hint_range[0]) + "," + rtos(p_uniform.hint_range[1]) + "," + rtos(p_uniform.hint_range[2]);