Merge pull request #73662 from BastiaanOlij/fix_opengl_wobbly_sky

Fix wobbly sky in stereoscopic OpenGL
This commit is contained in:
Rémi Verschelde 2023-02-21 07:16:21 +01:00 committed by GitHub
commit d68cfb43ef
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@ -21,12 +21,13 @@ out vec2 uv_interp;
/* clang-format on */
void main() {
uv_interp = vertex_attrib;
#ifdef USE_INVERTED_Y
gl_Position = vec4(uv_interp, 1.0, 1.0);
uv_interp = vertex_attrib;
#else
gl_Position = vec4(uv_interp.x, uv_interp.y * -1.0, 1.0, 1.0);
// We're doing clockwise culling so flip the order
uv_interp = vec2(vertex_attrib.x, vertex_attrib.y * -1.0);
#endif
gl_Position = vec4(uv_interp, 1.0, 1.0);
}
/* clang-format off */
@ -144,9 +145,6 @@ void main() {
cube_normal.z = -1.0;
cube_normal.x = (uv_interp.x + projection.x) / projection.y;
cube_normal.y = (-uv_interp.y - projection.z) / projection.w;
#endif
#ifndef USE_INVERTED_Y
cube_normal.y *= -1.0;
#endif
cube_normal = mat3(orientation) * cube_normal;
cube_normal = normalize(cube_normal);