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author | Bastiaan Olij <mux213@gmail.com> | 2022-06-16 22:02:18 +1000 |
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committer | Bastiaan Olij <mux213@gmail.com> | 2022-06-17 19:39:34 +1000 |
commit | b4821fe2e0ed589ad078536584aea0d607a21fab (patch) | |
tree | 0b5e16f84e9952b5e78be36ca06481a0cac5da0d /drivers/gles3/rasterizer_scene_gles3.h | |
parent | 7cc99d213f4eb3b73f9169140dff2f7a6f02065f (diff) | |
download | redot-engine-b4821fe2e0ed589ad078536584aea0d607a21fab.tar.gz |
Introduce eye_offset for correcting stereoscopic reflections
Use view instead of vertex for reflections.
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.h')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 308ef36fa1..4757a3f161 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -100,6 +100,7 @@ struct RenderDataGLES3 { // For stereo rendering uint32_t view_count = 1; + Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS]; CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS]; float z_near = 0.0; |