Client/Singularity: fix singularity using un-rotated viewport (#5117)
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@@ -15,6 +15,7 @@ namespace Content.Client.Singularity
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{
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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private const float MaxDist = 15.0f;
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private const float MaxDist = 15.0f;
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@@ -39,7 +40,7 @@ namespace Content.Client.Singularity
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{
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{
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SingularityQuery(args.Viewport.Eye);
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SingularityQuery(args.Viewport.Eye);
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var viewportWB = args.WorldBounds;
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var viewportWB = _eyeManager.GetWorldViewport();
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// Has to be correctly handled because of the way intensity/falloff transform works so just do it.
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// Has to be correctly handled because of the way intensity/falloff transform works so just do it.
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_shader?.SetParameter("renderScale", args.Viewport.RenderScale);
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_shader?.SetParameter("renderScale", args.Viewport.RenderScale);
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foreach (SingularityShaderInstance instance in _singularities.Values)
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foreach (SingularityShaderInstance instance in _singularities.Values)
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