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Merge pull request #32259 from NeoSpark314/fix_stereo_cubemap_gles2

fix gles2 broken panorama sky on oculus quest
Rémi Verschelde 6 년 전
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1개의 변경된 파일2개의 추가작업 그리고 2개의 파일을 삭제
  1. 2 2
      drivers/gles2/shaders/copy.glsl

+ 2 - 2
drivers/gles2/shaders/copy.glsl

@@ -144,11 +144,11 @@ void main() {
 #elif defined(USE_ASYM_PANO)
 #elif defined(USE_ASYM_PANO)
 
 
 	// When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
 	// When an asymmetrical projection matrix is used (applicable for stereoscopic rendering i.e. VR) we need to do this calculation per fragment to get a perspective correct result.
-	// Note that we're ignoring the x-offset for IPD, with Z sufficiently in the distance it becomes neglectible, as a result we could probably just set cube_normal.z to -1.
+	// Asymmetrical projection means the center of projection is no longer in the center of the screen but shifted.
 	// The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.
 	// The Matrix[2][0] (= asym_proj.x) and Matrix[2][1] (= asym_proj.z) values are what provide the right shift in the image.
 
 
 	vec3 cube_normal;
 	vec3 cube_normal;
-	cube_normal.z = -1000000.0;
+	cube_normal.z = -1.0;
 	cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y;
 	cube_normal.x = (cube_normal.z * (-uv_interp.x - asym_proj.x)) / asym_proj.y;
 	cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a;
 	cube_normal.y = (cube_normal.z * (-uv_interp.y - asym_proj.z)) / asym_proj.a;
 	cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal;
 	cube_normal = mat3(sky_transform) * mat3(pano_transform) * cube_normal;