You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-04 12:00:25 +00:00
Fix SSR warp when using orthogonal camera
This commit is contained in:
@@ -67,7 +67,11 @@ void main() {
|
|||||||
vec4 world_pos = inverse_projection * vec4(uv_interp * 2.0 - 1.0, depth_tex * 2.0 - 1.0, 1.0);
|
vec4 world_pos = inverse_projection * vec4(uv_interp * 2.0 - 1.0, depth_tex * 2.0 - 1.0, 1.0);
|
||||||
vec3 vertex = world_pos.xyz / world_pos.w;
|
vec3 vertex = world_pos.xyz / world_pos.w;
|
||||||
|
|
||||||
|
#ifdef USE_ORTHOGONAL_PROJECTION
|
||||||
|
vec3 view_dir = vec3(0.0, 0.0, -1.0);
|
||||||
|
#else
|
||||||
vec3 view_dir = normalize(vertex);
|
vec3 view_dir = normalize(vertex);
|
||||||
|
#endif
|
||||||
vec3 ray_dir = normalize(reflect(view_dir, normal));
|
vec3 ray_dir = normalize(reflect(view_dir, normal));
|
||||||
|
|
||||||
if (dot(ray_dir, normal) < 0.001) {
|
if (dot(ray_dir, normal) < 0.001) {
|
||||||
|
|||||||
Reference in New Issue
Block a user