fix shadows pass viewport calculation

This commit is contained in:
Ansraer 2023-03-07 11:18:47 +01:00
parent 8e7bb469b5
commit 0227fcc4cc
2 changed files with 2 additions and 2 deletions

View file

@ -3697,7 +3697,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
} else if (directional_shadow.light_count == 2) {
light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size / 2);
if (light_instance->light_directional_index == 1) {
light_instance->directional_rect.position.x += light_instance->directional_rect.size.x;
light_instance->directional_rect.position.y += light_instance->directional_rect.size.y;
}
} else { //3 and 4
light_instance->directional_rect = Rect2(0, 0, directional_shadow.size / 2, directional_shadow.size / 2);

View file

@ -4721,7 +4721,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
} else if (directional_shadow.light_count == 2) {
light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size / 2);
if (light_instance->light_directional_index == 1) {
light_instance->directional_rect.position.x += light_instance->directional_rect.size.x;
light_instance->directional_rect.position.y += light_instance->directional_rect.size.y;
}
} else { //3 and 4
light_instance->directional_rect = Rect2(0, 0, directional_shadow.size / 2, directional_shadow.size / 2);