From 8a05cc2ede6f8015ca9943c2567eb9ab5a4fe3aa Mon Sep 17 00:00:00 2001 From: sam gateau Date: Thu, 4 Oct 2018 11:49:11 -0700 Subject: [PATCH] FIx the bad world position evaluation in the new all in one call --- libraries/gpu/src/gpu/Transform.slh | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/libraries/gpu/src/gpu/Transform.slh b/libraries/gpu/src/gpu/Transform.slh index c6780a64d2..fd2cb86177 100644 --- a/libraries/gpu/src/gpu/Transform.slh +++ b/libraries/gpu/src/gpu/Transform.slh @@ -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);