@@ -433,7 +433,7 @@ void vertex_shader(in vec3 vertex,
433433 float roughness_highp = 1.0 ;
434434
435435#ifdef USE_DOUBLE_PRECISION
436- mat4 modelview = scene_data. view_matrix * model_matrix;
436+ mat4 modelview = view_matrix * model_matrix;
437437
438438 // We separate the basis from the origin because the basis is fine with single point precision.
439439 // Then we combine the translations from the model matrix and the view matrix using emulated doubles.
@@ -448,14 +448,14 @@ void vertex_shader(in vec3 vertex,
448448
449449 // Overwrite the translation part of modelview with improved precision.
450450 vec3 temp_precision; // Will be ignored.
451- modelview[3 ].xyz = double_add_vec3(model_origin, model_precision, scene_data. inv_view_matrix[3 ].xyz, view_precision, temp_precision);
452- modelview[3 ].xyz = mat3 (scene_data. view_matrix) * modelview[3 ].xyz;
451+ modelview[3 ].xyz = double_add_vec3(model_origin, model_precision, inv_view_matrix[3 ].xyz, view_precision, temp_precision);
452+ modelview[3 ].xyz = mat3 (view_matrix) * modelview[3 ].xyz;
453453#else
454- mat4 modelview = scene_data. view_matrix * model_matrix;
454+ mat4 modelview = view_matrix * model_matrix;
455455#endif
456- mat3 modelview_normal = mat3 (scene_data. view_matrix) * model_normal_matrix;
457- mat4 read_view_matrix = scene_data. view_matrix;
458- vec2 read_viewport_size = scene_data. viewport_size;
456+ mat3 modelview_normal = mat3 (view_matrix) * model_normal_matrix;
457+ mat4 read_view_matrix = view_matrix;
458+ vec2 read_viewport_size = viewport_size;
459459
460460 {
461461#CODE : VERTEX
0 commit comments