Fix Rotation Issue with NODE_POSITION_VIEW Visual Shader Node
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3 changed files with 3 additions and 3 deletions
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@ -1651,7 +1651,7 @@ MaterialStorage::MaterialStorage() {
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actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz";
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actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz";
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actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz";
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actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz";
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actions.renames["CAMERA_VISIBLE_LAYERS"] = "scene_data.camera_visible_layers";
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actions.renames["CAMERA_VISIBLE_LAYERS"] = "scene_data.camera_visible_layers";
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actions.renames["NODE_POSITION_VIEW"] = "(model_matrix * scene_data.view_matrix)[3].xyz";
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actions.renames["NODE_POSITION_VIEW"] = "(scene_data.view_matrix * model_matrix)[3].xyz";
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actions.renames["VIEW_INDEX"] = "ViewIndex";
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actions.renames["VIEW_INDEX"] = "ViewIndex";
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actions.renames["VIEW_MONO_LEFT"] = "uint(0)";
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actions.renames["VIEW_MONO_LEFT"] = "uint(0)";
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@ -632,7 +632,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz";
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actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz";
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actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz";
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actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz";
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actions.renames["CAMERA_VISIBLE_LAYERS"] = "scene_data.camera_visible_layers";
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actions.renames["CAMERA_VISIBLE_LAYERS"] = "scene_data.camera_visible_layers";
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actions.renames["NODE_POSITION_VIEW"] = "(read_model_matrix * scene_data.view_matrix)[3].xyz";
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actions.renames["NODE_POSITION_VIEW"] = "(scene_data.view_matrix * read_model_matrix)[3].xyz";
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actions.renames["VIEW_INDEX"] = "ViewIndex";
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actions.renames["VIEW_INDEX"] = "ViewIndex";
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actions.renames["VIEW_MONO_LEFT"] = "0";
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actions.renames["VIEW_MONO_LEFT"] = "0";
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@ -522,7 +522,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
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actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz";
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actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz";
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actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz";
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actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz";
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actions.renames["CAMERA_VISIBLE_LAYERS"] = "scene_data.camera_visible_layers";
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actions.renames["CAMERA_VISIBLE_LAYERS"] = "scene_data.camera_visible_layers";
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actions.renames["NODE_POSITION_VIEW"] = "(read_model_matrix * scene_data.view_matrix)[3].xyz";
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actions.renames["NODE_POSITION_VIEW"] = "(scene_data.view_matrix * read_model_matrix)[3].xyz";
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actions.renames["VIEW_INDEX"] = "ViewIndex";
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actions.renames["VIEW_INDEX"] = "ViewIndex";
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actions.renames["VIEW_MONO_LEFT"] = "0";
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actions.renames["VIEW_MONO_LEFT"] = "0";
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