Use RenderBuffer size instead of half extents for VIEWPORT_SIZE in Vulkan spatial shaders

This commit is contained in:
clayjohn 2022-06-07 15:01:20 -07:00
parent 8fb004efbc
commit b6649828cd
2 changed files with 4 additions and 6 deletions

View File

@ -1256,9 +1256,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
//scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
Vector2 vp_he = p_render_data->cam_projection.get_viewport_half_extents();
scene_state.ubo.viewport_size[0] = vp_he.x;
scene_state.ubo.viewport_size[1] = vp_he.y;
scene_state.ubo.viewport_size[0] = render_buffer->width;
scene_state.ubo.viewport_size[1] = render_buffer->height;
scene_state.ubo.directional_light_count = 0;
scene_state.ubo.opaque_prepass_threshold = 0.99f;

View File

@ -485,9 +485,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RENDER_TIMESTAMP("Setup 3D Scene");
Vector2 vp_he = p_render_data->cam_projection.get_viewport_half_extents();
scene_state.ubo.viewport_size[0] = vp_he.x;
scene_state.ubo.viewport_size[1] = vp_he.y;
scene_state.ubo.viewport_size[0] = render_buffer->width;
scene_state.ubo.viewport_size[1] = render_buffer->height;
scene_state.ubo.directional_light_count = 0;
scene_state.ubo.opaque_prepass_threshold = 0.0;