From b4821fe2e0ed589ad078536584aea0d607a21fab Mon Sep 17 00:00:00 2001
From: Bastiaan Olij <mux213@gmail.com>
Date: Thu, 16 Jun 2022 22:02:18 +1000
Subject: Introduce eye_offset for correcting stereoscopic reflections

Use view instead of vertex for reflections.
---
 drivers/gles3/rasterizer_scene_gles3.h | 1 +
 1 file changed, 1 insertion(+)

(limited to 'drivers/gles3/rasterizer_scene_gles3.h')

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;
-- 
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