revert cpu projection inverse fog

This commit is contained in:
NULL511
2023-08-17 13:06:37 -04:00
parent ea5b19b4e7
commit c75c830ab2
2 changed files with 5 additions and 5 deletions
@@ -49,7 +49,7 @@ public class FogShader extends AbstractShaderRenderer
// because disabling fog can cause the GLSL to optimize out most (if not all) uniforms
this.gModelViewProjectionUniform = this.shader.tryGetUniformLocation("gMvmProjInv");
this.gModelViewProjectionUniform = this.shader.tryGetUniformLocation("gMvmProj");
this.gDepthMapUniform = this.shader.tryGetUniformLocation("gDepthMap");
// Fog uniforms
@@ -115,13 +115,13 @@ public class FogShader extends AbstractShaderRenderer
return fogColor;
}
private Color getSpecialFogColor(float partialTicks) { return MC_RENDER.getSpecialFogColor(partialTicks); }
public void setModelViewProjectionMatrix(Mat4f combinedModelViewProjectionMatrix)
{
this.shader.bind();
this.shader.setUniform(this.gModelViewProjectionUniform, combinedModelViewProjectionMatrix.invert());
this.shader.setUniform(this.gModelViewProjectionUniform, combinedModelViewProjectionMatrix);
this.shader.unbind();
}
}
+2 -2
View File
@@ -5,7 +5,7 @@ out vec4 fragColor;
uniform sampler2D gDepthMap;
// model view matrix and projection matrix
uniform mat4 gMvmProjInv;
uniform mat4 gMvmProj;
uniform float fogScale;
uniform float fogVerticalScale;
@@ -63,7 +63,7 @@ vec3 calcViewPosition(float fragmentDepth)
ndc.xyz = ndc.xyz * 2.0 - 1.0;
// TODO: This inverse() should be moved CPU side
vec4 eyeCoord = gMvmProjInv * ndc;
vec4 eyeCoord = inverse(gMvmProj) * ndc;
return eyeCoord.xyz / eyeCoord.w;
}