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Merge pull request #86516 from jsjtxietian/fix-camera-direction

Fix incorrect `CAMERA_DIRECTION_WORLD` calculation
Rémi Verschelde 1 year ago
parent
commit
590628feda

+ 1 - 1
drivers/gles3/storage/material_storage.cpp

@@ -1280,7 +1280,7 @@ MaterialStorage::MaterialStorage() {
 
 		actions.renames["NODE_POSITION_WORLD"] = "model_matrix[3].xyz";
 		actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz";
-		actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz";
+		actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.inv_view_matrix[2].xyz";
 		actions.renames["CAMERA_VISIBLE_LAYERS"] = "scene_data.camera_visible_layers";
 		actions.renames["NODE_POSITION_VIEW"] = "(scene_data.view_matrix * model_matrix)[3].xyz";
 

+ 1 - 1
servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp

@@ -640,7 +640,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
 
 		actions.renames["NODE_POSITION_WORLD"] = "read_model_matrix[3].xyz";
 		actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz";
-		actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz";
+		actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.inv_view_matrix[2].xyz";
 		actions.renames["CAMERA_VISIBLE_LAYERS"] = "scene_data.camera_visible_layers";
 		actions.renames["NODE_POSITION_VIEW"] = "(scene_data.view_matrix * read_model_matrix)[3].xyz";
 

+ 1 - 1
servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp

@@ -544,7 +544,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
 
 		actions.renames["NODE_POSITION_WORLD"] = "read_model_matrix[3].xyz";
 		actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz";
-		actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz";
+		actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.inv_view_matrix[2].xyz";
 		actions.renames["CAMERA_VISIBLE_LAYERS"] = "scene_data.camera_visible_layers";
 		actions.renames["NODE_POSITION_VIEW"] = "(scene_data.view_matrix * read_model_matrix)[3].xyz";