diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index b12ab22e7db..6779def309e 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -795,12 +795,12 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i #ifdef REAL_T_IS_DOUBLE // Split the origin into two components, the float approximation and the missing precision. // In the shader we will combine these back together to restore the lost precision. - RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &instance_data.transform[12], &instance_data.model_precision[0]); - RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &instance_data.transform[13], &instance_data.model_precision[1]); - RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &instance_data.transform[14], &instance_data.model_precision[2]); - RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.x, &instance_data.prev_transform[12], &instance_data.prev_model_precision[0]); - RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.y, &instance_data.prev_transform[13], &instance_data.prev_model_precision[1]); - RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.z, &instance_data.prev_transform[14], &instance_data.prev_model_precision[2]); + RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &instance_data.transform[3], &instance_data.model_precision[0]); + RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &instance_data.transform[7], &instance_data.model_precision[1]); + RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &instance_data.transform[11], &instance_data.model_precision[2]); + RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.x, &instance_data.prev_transform[3], &instance_data.prev_model_precision[0]); + RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.y, &instance_data.prev_transform[7], &instance_data.prev_model_precision[1]); + RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.z, &instance_data.prev_transform[11], &instance_data.prev_model_precision[2]); #endif } else { RendererRD::MaterialStorage::store_transform_transposed_3x4(Transform3D(), instance_data.transform); diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp index c8c1b365430..cf3e7794298 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -1946,12 +1946,12 @@ void RenderForwardMobile::_fill_instance_data(RenderListType p_render_list, uint #ifdef REAL_T_IS_DOUBLE // Split the origin into two components, the float approximation and the missing precision. // In the shader we will combine these back together to restore the lost precision. - RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &instance_data.transform[12], &instance_data.model_precision[0]); - RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &instance_data.transform[13], &instance_data.model_precision[1]); - RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &instance_data.transform[14], &instance_data.model_precision[2]); - RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.x, &instance_data.prev_transform[12], &instance_data.prev_model_precision[0]); - RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.y, &instance_data.prev_transform[13], &instance_data.prev_model_precision[1]); - RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.z, &instance_data.prev_transform[14], &instance_data.prev_model_precision[2]); + RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &instance_data.transform[3], &instance_data.model_precision[0]); + RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &instance_data.transform[7], &instance_data.model_precision[1]); + RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &instance_data.transform[11], &instance_data.model_precision[2]); + RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.x, &instance_data.prev_transform[3], &instance_data.prev_model_precision[0]); + RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.y, &instance_data.prev_transform[7], &instance_data.prev_model_precision[1]); + RendererRD::MaterialStorage::split_double(inst->prev_transform.origin.z, &instance_data.prev_transform[11], &instance_data.prev_model_precision[2]); #endif } else { RendererRD::MaterialStorage::store_transform_transposed_3x4(Transform3D(), instance_data.transform); diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp index 7f94110ca48..33945dbd749 100644 --- a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp @@ -91,9 +91,9 @@ void RenderSceneDataRD::update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p RendererRD::MaterialStorage::store_transform_transposed_3x4(cam_transform.affine_inverse(), ubo.view_matrix); #ifdef REAL_T_IS_DOUBLE - RendererRD::MaterialStorage::split_double(-cam_transform.origin.x, &ubo.inv_view_matrix[12], &ubo.inv_view_precision[0]); - RendererRD::MaterialStorage::split_double(-cam_transform.origin.y, &ubo.inv_view_matrix[13], &ubo.inv_view_precision[1]); - RendererRD::MaterialStorage::split_double(-cam_transform.origin.z, &ubo.inv_view_matrix[14], &ubo.inv_view_precision[2]); + RendererRD::MaterialStorage::split_double(-cam_transform.origin.x, &ubo.inv_view_matrix[3], &ubo.inv_view_precision[0]); + RendererRD::MaterialStorage::split_double(-cam_transform.origin.y, &ubo.inv_view_matrix[7], &ubo.inv_view_precision[1]); + RendererRD::MaterialStorage::split_double(-cam_transform.origin.z, &ubo.inv_view_matrix[11], &ubo.inv_view_precision[2]); #endif for (uint32_t v = 0; v < view_count; v++) { @@ -270,9 +270,9 @@ void RenderSceneDataRD::update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p RendererRD::MaterialStorage::store_transform_transposed_3x4(prev_cam_transform.affine_inverse(), prev_ubo.view_matrix); #ifdef REAL_T_IS_DOUBLE - RendererRD::MaterialStorage::split_double(-prev_cam_transform.origin.x, &prev_ubo.inv_view_matrix[12], &prev_ubo.inv_view_precision[0]); - RendererRD::MaterialStorage::split_double(-prev_cam_transform.origin.y, &prev_ubo.inv_view_matrix[13], &prev_ubo.inv_view_precision[1]); - RendererRD::MaterialStorage::split_double(-prev_cam_transform.origin.z, &prev_ubo.inv_view_matrix[14], &prev_ubo.inv_view_precision[2]); + RendererRD::MaterialStorage::split_double(-prev_cam_transform.origin.x, &prev_ubo.inv_view_matrix[3], &prev_ubo.inv_view_precision[0]); + RendererRD::MaterialStorage::split_double(-prev_cam_transform.origin.y, &prev_ubo.inv_view_matrix[7], &prev_ubo.inv_view_precision[1]); + RendererRD::MaterialStorage::split_double(-prev_cam_transform.origin.z, &prev_ubo.inv_view_matrix[11], &prev_ubo.inv_view_precision[2]); #endif for (uint32_t v = 0; v < view_count; v++) {