From 8c77aea9ab245b4c685ba03670613a50efdbd1ea Mon Sep 17 00:00:00 2001 From: Bastiaan Olij Date: Wed, 1 Feb 2023 12:33:22 +1100 Subject: Expose EYE_OFFSET to gdshader code --- .../shaders/forward_clustered/scene_forward_clustered.glsl | 6 +++++- .../renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl | 6 +++++- 2 files changed, 10 insertions(+), 2 deletions(-) (limited to 'servers/rendering/renderer_rd/shaders') diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index c6a3c42e57..21fa7fa148 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -315,9 +315,11 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime #ifdef USE_MULTIVIEW mat4 projection_matrix = scene_data.projection_matrix_view[ViewIndex]; mat4 inv_projection_matrix = scene_data.inv_projection_matrix_view[ViewIndex]; + vec3 eye_offset = scene_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 //using world coordinates @@ -722,8 +724,10 @@ void fragment_shader(in SceneData scene_data) { //lay out everything, whatever is unused is optimized away anyway vec3 vertex = vertex_interp; #ifdef USE_MULTIVIEW - vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz); + vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz; + vec3 view = -normalize(vertex_interp - eye_offset); #else + vec3 eye_offset = vec3(0.0, 0.0, 0.0); vec3 view = -normalize(vertex_interp); #endif vec3 albedo = vec3(1.0); diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index 90e902ca33..a8b28bbd4f 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -314,9 +314,11 @@ void main() { #ifdef USE_MULTIVIEW mat4 projection_matrix = scene_data.projection_matrix_view[ViewIndex]; mat4 inv_projection_matrix = scene_data.inv_projection_matrix_view[ViewIndex]; + vec3 eye_offset = scene_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 //using world coordinates @@ -671,8 +673,10 @@ void main() { //lay out everything, whatever is unused is optimized away anyway vec3 vertex = vertex_interp; #ifdef USE_MULTIVIEW - vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz); + vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz; + vec3 view = -normalize(vertex_interp - eye_offset); #else + vec3 eye_offset = vec3(0.0, 0.0, 0.0); vec3 view = -normalize(vertex_interp); #endif vec3 albedo = vec3(1.0); -- cgit v1.2.3