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@@ -433,7 +433,7 @@ void vertex_shader(in vec3 vertex,
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float roughness_highp = 1.0;
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float roughness_highp = 1.0;
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#ifdef USE_DOUBLE_PRECISION
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#ifdef USE_DOUBLE_PRECISION
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- mat4 modelview = scene_data.view_matrix * model_matrix;
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+ mat4 modelview = view_matrix * model_matrix;
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// We separate the basis from the origin because the basis is fine with single point precision.
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// We separate the basis from the origin because the basis is fine with single point precision.
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// Then we combine the translations from the model matrix and the view matrix using emulated doubles.
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// Then we combine the translations from the model matrix and the view matrix using emulated doubles.
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@@ -448,14 +448,14 @@ void vertex_shader(in vec3 vertex,
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// Overwrite the translation part of modelview with improved precision.
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// Overwrite the translation part of modelview with improved precision.
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vec3 temp_precision; // Will be ignored.
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vec3 temp_precision; // Will be ignored.
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- modelview[3].xyz = double_add_vec3(model_origin, model_precision, scene_data.inv_view_matrix[3].xyz, view_precision, temp_precision);
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- modelview[3].xyz = mat3(scene_data.view_matrix) * modelview[3].xyz;
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+ modelview[3].xyz = double_add_vec3(model_origin, model_precision, inv_view_matrix[3].xyz, view_precision, temp_precision);
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+ modelview[3].xyz = mat3(view_matrix) * modelview[3].xyz;
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#else
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#else
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- mat4 modelview = scene_data.view_matrix * model_matrix;
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+ mat4 modelview = view_matrix * model_matrix;
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#endif
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#endif
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- mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix;
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- mat4 read_view_matrix = scene_data.view_matrix;
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- vec2 read_viewport_size = scene_data.viewport_size;
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+ mat3 modelview_normal = mat3(view_matrix) * model_normal_matrix;
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+ mat4 read_view_matrix = view_matrix;
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+ vec2 read_viewport_size = viewport_size;
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{
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{
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#CODE : VERTEX
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#CODE : VERTEX
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