virtualx-engine/servers/rendering/renderer_rd/shaders
João Pedro Braz 63c6f0b93c Use MODELVIEW_MATRIX for vertex transform when double precision is enabled
This commit updates the double precision vertex transform code from
using the MODEL_MATRIX to now use the MODELVIEW_MATRIX instead.

This can be made possible by transforming the MODELVIEW_MATRIX
back into model space (ie, same space as the MODEL_MATRIX) and then using it as if it were the MODEL_MATRIX.

With this in place we now properly handle VERTEX transformations that
a Material Shader might do, such as billboard-ing.
2023-03-29 10:37:30 -03:00
..
effects Move roughness limiter and sort into their own classes 2023-03-09 21:58:55 +11:00
environment fix spotlight shadows in volumetric fog 2023-02-25 16:28:06 +05:00
forward_clustered Use MODELVIEW_MATRIX for vertex transform when double precision is enabled 2023-03-29 10:37:30 -03:00
forward_mobile Use MODELVIEW_MATRIX for vertex transform when double precision is enabled 2023-03-29 10:37:30 -03:00
blit.glsl
canvas.glsl fix normal map not flipping in sprite2D 2023-01-14 11:51:56 +05:30
canvas_occlusion.glsl
canvas_sdf.glsl
canvas_uniforms_inc.glsl Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE 2023-01-18 19:52:47 -08:00
cluster_data_inc.glsl
cluster_debug.glsl
cluster_render.glsl
cluster_store.glsl
decal_data_inc.glsl
giprobe_write.glsl
light_data_inc.glsl
particles.glsl Check for disabled particle trail particle before initializing particle trail 2022-12-22 11:30:59 -07:00
particles_copy.glsl
scene_data_inc.glsl
scene_forward_aa_inc.glsl
scene_forward_gi_inc.glsl
scene_forward_lights_inc.glsl Fix some SpotLight3D issues (clustering artifacts, light leak) 2023-01-24 01:08:32 +01:00
SCsub
skeleton.glsl Automatically transform Skeleton2D calculations so pivots are not needed 2023-01-27 14:55:22 -08:00