Client/Singularity: fix singularity using un-rotated viewport (#5117)

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E F R
2021-11-02 01:11:58 +00:00
committed by GitHub
parent fc5fa67a56
commit c14056fdd9

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@@ -15,6 +15,7 @@ namespace Content.Client.Singularity
{ {
[Dependency] private readonly IEntityManager _entityManager = default!; [Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
private const float MaxDist = 15.0f; private const float MaxDist = 15.0f;
@@ -39,7 +40,7 @@ namespace Content.Client.Singularity
{ {
SingularityQuery(args.Viewport.Eye); SingularityQuery(args.Viewport.Eye);
var viewportWB = args.WorldBounds; var viewportWB = _eyeManager.GetWorldViewport();
// Has to be correctly handled because of the way intensity/falloff transform works so just do it. // Has to be correctly handled because of the way intensity/falloff transform works so just do it.
_shader?.SetParameter("renderScale", args.Viewport.RenderScale); _shader?.SetParameter("renderScale", args.Viewport.RenderScale);
foreach (SingularityShaderInstance instance in _singularities.Values) foreach (SingularityShaderInstance instance in _singularities.Values)