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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-01-07 01:43:35 +08:00

Update VectorTransform.gdshaderinc

This commit is contained in:
Digvijaysinh Gohil 2024-03-18 22:45:48 +05:30
parent ae40a2f349
commit f06a680212

View File

@ -1,14 +1,14 @@
vec3 vector_transform_world_to_local(mat4 model_matrix, vec3 vector){
return (transpose(model_matrix) * vec4(vector, 0.0)).xyz;
return (transpose(model_matrix) * vec4(vector, 1.0)).xyz;
}
vec3 vector_transform_world_to_view(mat4 view_matrix, vec3 vector){
return (view_matrix * vec4(vector, 0.0)).xyz;
return (view_matrix * vec4(vector, 1.0)).xyz;
}
vec3 vector_transform_world_to_screen(mat4 view_matrix, mat4 projection_matrix, vec3 vector){
vec3 vector_view = vector_transform_world_to_view(view_matrix, vector);
return (projection_matrix * vec4(vector_view, 0.0)).xyz;
return (projection_matrix * vec4(vector_view, 1.0)).xyz;
}
vec3 vector_transform_world_to_tangent(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
@ -18,17 +18,17 @@ vec3 vector_transform_world_to_tangent(mat4 model_matrix, vec3 normal, vec3 bino
}
vec3 vector_transform_local_to_world(mat4 model_matrix, vec3 vector){
return (model_matrix * vec4(vector, 0.0)).xyz;
return (model_matrix * vec4(vector, 1.0)).xyz;
}
vec3 vector_transform_local_to_view(mat4 model_matrix, mat4 view_matrix, vec3 vector){
vec3 vector_world = vector_transform_local_to_world(model_matrix, vector);
return (view_matrix * vec4(vector_world, 0.0)).xyz;
return (view_matrix * vec4(vector_world, 1.0)).xyz;
}
vec3 vector_transform_local_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 vector){
vec3 vector_view = vector_transform_local_to_view(model_matrix, view_matrix, vector);
return (projection_matrix * vec4(vector_view, 0.0)).xyz;
return (projection_matrix * vec4(vector_view, 1.0)).xyz;
}
vec3 vector_transform_local_to_tangent(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
@ -37,7 +37,7 @@ vec3 vector_transform_local_to_tangent(vec3 normal, vec3 binormal, vec3 tangent,
}
vec3 vector_transform_view_to_world(mat4 inv_view_matrix, vec3 vector){
return (inv_view_matrix * vec4(vector, 0.0)).xyz;;
return (inv_view_matrix * vec4(vector, 1.0)).xyz;;
}
vec3 vector_transform_view_to_local(mat4 inv_view_matrix, mat4 model_matrix, vec3 vector){
@ -46,7 +46,7 @@ vec3 vector_transform_view_to_local(mat4 inv_view_matrix, mat4 model_matrix, vec
}
vec3 vector_transform_view_to_screen(mat4 projection_matrix, vec3 vector){
return (projection_matrix * vec4(vector, 0.0)).xyz;
return (projection_matrix * vec4(vector, 1.0)).xyz;
}
vec3 vector_transform_view_to_tangent(mat4 inv_view_matrix, mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
@ -56,7 +56,7 @@ vec3 vector_transform_view_to_tangent(mat4 inv_view_matrix, mat4 model_matrix, v
}
vec3 vector_transform_screen_to_view(mat4 inv_projection_matrix, vec3 vector){
return (inv_projection_matrix * vec4(vector, 0.0)).xyz;;
return (inv_projection_matrix * vec4(vector, 1.0)).xyz;;
}
vec3 vector_transform_screen_to_local(mat4 inv_projection_matrix, mat4 inv_view_matrix, mat4 model_matrix, vec3 vector){