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-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp16
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp16
2 files changed, 16 insertions, 16 deletions
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 91789201c6..c7d85a3bbf 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -721,6 +721,14 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i
if (inst->store_transform_cache) {
RendererRD::MaterialStorage::store_transform(inst->transform, instance_data.transform);
RendererRD::MaterialStorage::store_transform(inst->prev_transform, instance_data.prev_transform);
+
+#ifdef REAL_T_IS_DOUBLE
+ // Split the origin into two components, the float approximation and the missing precision
+ // In the shader we will combine these back together to restore the lost precision.
+ RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &instance_data.transform[12], &instance_data.transform[3]);
+ RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &instance_data.transform[13], &instance_data.transform[7]);
+ RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &instance_data.transform[14], &instance_data.transform[11]);
+#endif
} else {
RendererRD::MaterialStorage::store_transform(Transform3D(), instance_data.transform);
RendererRD::MaterialStorage::store_transform(Transform3D(), instance_data.prev_transform);
@@ -735,14 +743,6 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i
instance_data.lightmap_uv_scale[2] = inst->lightmap_uv_scale.size.x;
instance_data.lightmap_uv_scale[3] = inst->lightmap_uv_scale.size.y;
-#ifdef REAL_T_IS_DOUBLE
- // Split the origin into two components, the float approximation and the missing precision
- // In the shader we will combine these back together to restore the lost precision.
- RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &instance_data.transform[12], &instance_data.transform[3]);
- RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &instance_data.transform[13], &instance_data.transform[7]);
- RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &instance_data.transform[14], &instance_data.transform[11]);
-#endif
-
bool cant_repeat = instance_data.flags & INSTANCE_DATA_FLAG_MULTIMESH || inst->mesh_instance.is_valid();
if (prev_surface != nullptr && !cant_repeat && prev_surface->sort.sort_key1 == surface->sort.sort_key1 && prev_surface->sort.sort_key2 == surface->sort.sort_key2 && inst->mirror == prev_surface->owner->mirror && repeats < RenderElementInfo::MAX_REPEATS) {
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 6bfbc2e0a7..b9edc46aee 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -2060,17 +2060,17 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
if (inst->store_transform_cache) {
RendererRD::MaterialStorage::store_transform(inst->transform, push_constant.transform);
- } else {
- RendererRD::MaterialStorage::store_transform(Transform3D(), push_constant.transform);
- }
#ifdef REAL_T_IS_DOUBLE
- // Split the origin into two components, the float approximation and the missing precision
- // In the shader we will combine these back together to restore the lost precision.
- RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &push_constant.transform[12], &push_constant.transform[3]);
- RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &push_constant.transform[13], &push_constant.transform[7]);
- RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &push_constant.transform[14], &push_constant.transform[11]);
+ // Split the origin into two components, the float approximation and the missing precision
+ // In the shader we will combine these back together to restore the lost precision.
+ RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &push_constant.transform[12], &push_constant.transform[3]);
+ RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &push_constant.transform[13], &push_constant.transform[7]);
+ RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &push_constant.transform[14], &push_constant.transform[11]);
#endif
+ } else {
+ RendererRD::MaterialStorage::store_transform(Transform3D(), push_constant.transform);
+ }
push_constant.flags = inst->flags_cache;
push_constant.gi_offset = inst->gi_offset_cache;