From 98f568ff6a3083f37e2604bd3ed4d793c349c4d8 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tr=C3=A8sAbhi?= <43380238+tresabhi@users.noreply.github.com> Date: Sat, 30 Mar 2024 10:23:23 -0500 Subject: [PATCH] fix: use three js inverse view proj --- package.json | 2 +- .../components/CoreArmorSceneComponent/shaders/fragment.glsl | 3 ++- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/package.json b/package.json index ede28a1bb..26d892ad3 100644 --- a/package.json +++ b/package.json @@ -1,6 +1,6 @@ { "name": "blitzkrieg", - "version": "1.18.0", + "version": "1.18.1", "description": "🎉 Tools for everything World of Tanks Blitz", "main": "src/server.ts", "type": "module", diff --git a/src/components/Armor/components/CoreArmorSceneComponent/shaders/fragment.glsl b/src/components/Armor/components/CoreArmorSceneComponent/shaders/fragment.glsl index 6a294b366..0e18651f8 100644 --- a/src/components/Armor/components/CoreArmorSceneComponent/shaders/fragment.glsl +++ b/src/components/Armor/components/CoreArmorSceneComponent/shaders/fragment.glsl @@ -15,13 +15,14 @@ uniform float explosionRadius; uniform bool greenPenetration; uniform bool opaque; uniform bool useSpacedArmor; +uniform mat4 inverseViewProjectionMatrix; uniform highp sampler2D spacedArmorBuffer; uniform highp sampler2D spacedArmorDepth; float depthToDistance(float depth) { vec4 clipPosition = vec4(gl_FragCoord.xy / resolution * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0); - vec4 eyePosition = inverse(vProjectionMatrix) * clipPosition; + vec4 eyePosition = inverseViewProjectionMatrix * clipPosition; return length(eyePosition.xyz / eyePosition.w); }