diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/environment/sky.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/environment/sky.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl index cc1c40cad1..7bb2e0a539 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sky.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl @@ -189,7 +189,7 @@ void main() { vec3 cube_normal; #ifdef USE_MULTIVIEW // In multiview our projection matrices will contain positional and rotational offsets that we need to properly unproject. - vec4 unproject = vec4(uv_interp.x, -uv_interp.y, 0.0, 1.0); // unproject at the far plane + vec4 unproject = vec4(uv_interp.x, uv_interp.y, 0.0, 1.0); // unproject at the far plane vec4 unprojected = sky_scene_data.view_inv_projections[ViewIndex] * unproject; cube_normal = unprojected.xyz / unprojected.w; @@ -198,7 +198,7 @@ void main() { #else cube_normal.z = -1.0; cube_normal.x = (cube_normal.z * (-uv_interp.x - params.projection.x)) / params.projection.y; - cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.projection.z)) / params.projection.w; + cube_normal.y = -(cube_normal.z * (uv_interp.y - params.projection.z)) / params.projection.w; #endif cube_normal = mat3(params.orientation) * cube_normal; cube_normal = normalize(cube_normal); |