Fixing normal based UV calculation in Metal shader #1639
Merged
+9
−8
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
The matrix multiply order was incorrect. Also added some clarity to the varaible names.
These changes impact the reflection path - but I'be been unable to verify the before or after state. As discussed in IRC use of reflect seems to be rare and the one case it's used for does not seem to be working in D3D or Metal.
This bug was found in Kemo - specifically with the light posts where the light rays use a normal UV projection. The normal UV path fix was tested in Kemo.