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authorBastiaan Olij <mux213@gmail.com>2022-06-16 22:02:18 +1000
committerBastiaan Olij <mux213@gmail.com>2022-06-17 19:39:34 +1000
commitb4821fe2e0ed589ad078536584aea0d607a21fab (patch)
tree0b5e16f84e9952b5e78be36ca06481a0cac5da0d /drivers/gles3/rasterizer_scene_gles3.h
parent7cc99d213f4eb3b73f9169140dff2f7a6f02065f (diff)
downloadredot-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.h1
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;