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-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp17
1 files changed, 14 insertions, 3 deletions
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index 6da828df45..c7752f8a86 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -3407,7 +3407,7 @@ void GI::init(SkyRD *p_sky) {
RD::PipelineDepthStencilState ds;
ds.enable_depth_test = true;
ds.enable_depth_write = true;
- ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+ ds.depth_compare_operator = RD::COMPARE_OP_GREATER_OR_EQUAL;
voxel_gi_debug_shader_version_pipelines[i].setup(voxel_gi_debug_shader_version_shaders[i], RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
}
@@ -3575,7 +3575,7 @@ void GI::init(SkyRD *p_sky) {
RD::PipelineDepthStencilState ds;
ds.enable_depth_test = true;
ds.enable_depth_write = true;
- ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+ ds.depth_compare_operator = RD::COMPARE_OP_GREATER_OR_EQUAL;
for (int i = 0; i < SDFGIShader::PROBE_DEBUG_MAX; i++) {
// TODO check if version is enabled
@@ -3725,6 +3725,12 @@ void GI::setup_voxel_gi_instances(RenderDataRD *p_render_data, Ref<RenderSceneBu
}
rbgi->uniform_set[v] = RID();
}
+
+ if (p_render_buffers->has_custom_data(RB_SCOPE_FOG)) {
+ // VoxelGI instances have changed, so we need to update volumetric fog.
+ Ref<RendererRD::Fog::VolumetricFog> fog = p_render_buffers->get_custom_data(RB_SCOPE_FOG);
+ fog->sync_gi_dependent_sets_validity(true);
+ }
}
if (p_voxel_gi_instances.size() > 0) {
@@ -3804,8 +3810,13 @@ void GI::process_gi(Ref<RenderSceneBuffersRD> p_render_buffers, const RID *p_nor
rbgi->scene_data_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SceneData));
}
+ Projection correction;
+ correction.set_depth_correction(false);
+
for (uint32_t v = 0; v < p_view_count; v++) {
- RendererRD::MaterialStorage::store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]);
+ Projection temp = correction * p_projections[v];
+
+ RendererRD::MaterialStorage::store_camera(temp.inverse(), scene_data.inv_projection[v]);
scene_data.eye_offset[v][0] = p_eye_offsets[v].x;
scene_data.eye_offset[v][1] = p_eye_offsets[v].y;
scene_data.eye_offset[v][2] = p_eye_offsets[v].z;