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Merge pull request #67972 from and-rad/vector-field-consistency

Fix inconsistency between vector field texture and world space directions
This commit is contained in:
Rémi Verschelde
2022-11-11 21:05:00 +01:00

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@@ -462,7 +462,7 @@ void main() {
if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) { if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) {
continue; continue;
} }
vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz * 2.0 - 1.0; vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz * -2.0 + 1.0;
dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction
amount = length(s); amount = length(s);