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Merge pull request #67972 from and-rad/vector-field-consistency

Fix inconsistency between vector field texture and world space directions
Rémi Verschelde 2 years ago
parent
commit
c41b9c5f5b
1 changed files with 1 additions and 1 deletions
  1. 1 1
      servers/rendering/renderer_rd/shaders/particles.glsl

+ 1 - 1
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)))) {
 					if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) {
 						continue;
 						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
 					dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction
 					amount = length(s);
 					amount = length(s);