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author | Mert Kasar <mertkasar93@gmail.com> | 2024-07-10 21:28:42 +0300 |
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committer | Mert Kasar <mertkasar93@gmail.com> | 2024-07-12 21:56:31 +0300 |
commit | 56ed2cb6d1dadb39a3b353fef0b297eef28bf37c (patch) | |
tree | 8b0333d92e71e4fa77028402e247ccfe4d2a94c4 | |
parent | 26d1577f3985363faab48a65e9a0d9eed0e26d86 (diff) | |
download | redot-engine-56ed2cb6d1dadb39a3b353fef0b297eef28bf37c.tar.gz |
Fix SSR orientation issues when using orthogonal camera
- Use negative clip space values to fix reversed rotations in reflections
- Use constant -z view vector when raymarching to fix perspective in reflections
-rw-r--r-- | servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl index 8618f083b3..d629f2738d 100644 --- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl @@ -90,7 +90,7 @@ void main() { if (sc_multiview) { view_dir = normalize(vertex + scene_data.eye_offset[params.view_index].xyz); } else { - view_dir = normalize(vertex); + view_dir = params.orthogonal ? vec3(0.0, 0.0, -1.0) : normalize(vertex); } vec3 ray_dir = normalize(reflect(view_dir, normal)); diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl index 26405ab040..9b692824a1 100644 --- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl @@ -20,7 +20,7 @@ vec3 reconstructCSPosition(vec2 screen_pos, float z) { return pos.xyz; } else { if (params.orthogonal) { - return vec3((screen_pos.xy * params.proj_info.xy + params.proj_info.zw), z); + return vec3(-(screen_pos.xy * params.proj_info.xy + params.proj_info.zw), z); } else { return vec3((screen_pos.xy * params.proj_info.xy + params.proj_info.zw) * z, z); } |