This fixes an issue that was fixed for gles3 in #31419 but not applied to gles2. The fix consists of using a constant scale for cube_normal of -1.0 instead of -1000000. It results in broken panorama rendering on the oculus quest (see https://github.com/GodotVR/godot_oculus_mobile/issues/29) |
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.. | ||
blend_shape.glsl | ||
canvas.glsl | ||
canvas_shadow.glsl | ||
copy.glsl | ||
cube_to_dp.glsl | ||
cubemap_filter.glsl | ||
effect_blur.glsl | ||
exposure.glsl | ||
lens_distorted.glsl | ||
particles.glsl | ||
resolve.glsl | ||
scene.glsl | ||
screen_space_reflection.glsl | ||
SCsub | ||
ssao.glsl | ||
ssao_blur.glsl | ||
ssao_minify.glsl | ||
stdlib.glsl | ||
subsurf_scattering.glsl | ||
tonemap.glsl |