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Take eye offset into account for depth in StandardMaterial3D #79049

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2 changes: 1 addition & 1 deletion scene/resources/material.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1139,7 +1139,7 @@ void BaseMaterial3D::_update_shader() {

if (!RenderingServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //heightmap not supported with triplanar
code += " {\n";
code += " vec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*heightmap_flip.x,-BINORMAL*heightmap_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-)
code += " vec3 view_dir = normalize(normalize(-VERTEX + EYE_OFFSET) * mat3(TANGENT * heightmap_flip.x, -BINORMAL * heightmap_flip.y, NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-)

if (deep_parallax) {
code += " float num_layers = mix(float(heightmap_max_layers),float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
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