FIx the bad world position evaluation in the new all in one call

This commit is contained in:
sam gateau 2018-10-04 11:49:11 -07:00
parent 81e0d5ced0
commit 8a05cc2ede

View file

@ -218,7 +218,7 @@ TransformObject getTransformObject() {
{ // transformModelToEyeAndClipPos
vec4 eyeWAPos;
<$transformModelToEyeWorldAlignedPos($cameraTransform$, $objectTransform$, $modelPos$, eyeWAPos)$>
<$worldPos$> = vec4(eyeWAPos.xyz - <$cameraTransform$>._view[3].xyz, 1.0);
<$worldPos$> = vec4(eyeWAPos.xyz + <$cameraTransform$>._viewInverse[3].xyz, 1.0);
<$clipPos$> = <$cameraTransform$>._projectionViewUntranslated * eyeWAPos;
<$eyePos$> = vec4((<$cameraTransform$>._view * vec4(eyeWAPos.xyz, 0.0)).xyz, 1.0);