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Do not reflect the origin lines in a mirror
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@@ -6490,7 +6490,7 @@ void Node3DEditor::_init_indicators() {
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// 3D editor origin line shader.
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// 3D editor origin line shader.
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shader_type spatial;
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shader_type spatial;
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render_mode blend_mix,cull_disabled,unshaded, fog_disabled;
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render_mode blend_mix, cull_disabled, unshaded, fog_disabled;
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void vertex() {
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void vertex() {
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vec3 point_a = MODEL_MATRIX[3].xyz;
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vec3 point_a = MODEL_MATRIX[3].xyz;
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@@ -6602,7 +6602,6 @@ void fragment() {
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RS::get_singleton()->instance_set_layer_mask(origin_instance, 1 << Node3DEditorViewport::GIZMO_GRID_LAYER);
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RS::get_singleton()->instance_set_layer_mask(origin_instance, 1 << Node3DEditorViewport::GIZMO_GRID_LAYER);
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RS::get_singleton()->instance_geometry_set_flag(origin_instance, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
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RS::get_singleton()->instance_geometry_set_flag(origin_instance, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
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RS::get_singleton()->instance_geometry_set_flag(origin_instance, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
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RS::get_singleton()->instance_geometry_set_flag(origin_instance, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
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RS::get_singleton()->instance_set_ignore_culling(origin_instance, true);
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RenderingServer::get_singleton()->instance_geometry_set_cast_shadows_setting(origin_instance, RS::SHADOW_CASTING_SETTING_OFF);
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RenderingServer::get_singleton()->instance_geometry_set_cast_shadows_setting(origin_instance, RS::SHADOW_CASTING_SETTING_OFF);
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