From a525e30c27b18b869a090dae31e243d6fef0faa4 Mon Sep 17 00:00:00 2001 From: clayjohn Date: Mon, 27 Jan 2025 16:48:29 -0800 Subject: [PATCH] Avoid flipping normal based on facing direction when calculation SDF. This shader runs for multiple directions, so the flip direction won't be accurate and just creates bad normals --- .../shaders/forward_clustered/scene_forward_clustered.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index 096e099391b..242d29d047b 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -2603,7 +2603,7 @@ void fragment_shader(in SceneData scene_data) { vec3(0, -1, 0), vec3(0, 0, -1)); - vec3 cam_normal = mat3(scene_data.inv_view_matrix) * geo_normal; + vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normalize(normal_interp); float closest_dist = -1e20;