From a5828cd0e3189a24809538b75ac95c50dcc6ea4d Mon Sep 17 00:00:00 2001 From: Andreas Raddau Date: Thu, 27 Oct 2022 15:43:24 +0200 Subject: Improved consistency between vector field texture and world space --- servers/rendering/renderer_rd/shaders/particles.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'servers/rendering') diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl index 3a6dd579b9..9f6aa7adc0 100644 --- a/servers/rendering/renderer_rd/shaders/particles.glsl +++ b/servers/rendering/renderer_rd/shaders/particles.glsl @@ -462,7 +462,7 @@ void main() { if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) { continue; } - vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz * 2.0 - 1.0; + vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz * -2.0 + 1.0; dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction amount = length(s); -- cgit v1.2.3