63c6f0b93c
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. |
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.. | ||
effects | ||
environment | ||
forward_clustered | ||
forward_mobile | ||
blit.glsl | ||
canvas.glsl | ||
canvas_occlusion.glsl | ||
canvas_sdf.glsl | ||
canvas_uniforms_inc.glsl | ||
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 | ||
particles_copy.glsl | ||
scene_data_inc.glsl | ||
scene_forward_aa_inc.glsl | ||
scene_forward_gi_inc.glsl | ||
scene_forward_lights_inc.glsl | ||
SCsub | ||
skeleton.glsl |