Fixed flipped projection matrix.

This commit is contained in:
Yuval Dolev 2020-01-05 03:44:16 +02:00
parent b52f1cee24
commit 813ba593e3
1 changed files with 8 additions and 8 deletions

View File

@ -73,7 +73,7 @@ vertexShader(uint vertexID [[vertex_id]],
// To convert from positions in pixel space to positions in clip-space,
// divide the pixel coordinates by half the size of the viewport.
out.position = float4(pixelSpacePosition, 0.0, 1.0) * projMatrix;
out.position = projMatrix * float4(pixelSpacePosition, 0.0, 1.0);
// Pass the input color directly to the rasterizer.
out.color = vertices[vertexID].color;
@ -315,7 +315,7 @@ metal_render(Metal_Renderer *renderer, Render_Target *t){
0.0f, 2.0f / (top - bottom), 0.0f, 0.0f,
0.0f, 0.0f, -1.0f / (far_depth - near_depth), 0.0f,
-((right + left) / (right - left)), -((top + bottom) / (top - bottom)),
(-near_depth) * (far_depth - near_depth), 1.0f
(-near_depth) / (far_depth - near_depth), 1.0f
};
float sLength = 1.0f / (right - left);
@ -330,21 +330,21 @@ metal_render(Metal_Renderer *renderer, Render_Target *t){
P.x = 2.0f * sLength;
P.y = 0.0f;
P.z = 0.0f;
P.w = -((right + left) / (right - left));
P.w = 0.0f;
Q.x = 0.0f;
Q.y = 2.0f * sHeight;
Q.z = 0.0f;
Q.w = -((top + bottom) / (top - bottom));
Q.w = 0.0f;
R.x = 0.0f;
R.y = 0.0f;
R.z = sDepth;
R.w = -near_depth * sDepth;
R.w = 0.0f;
S.x = 0.0f;
S.y = 0.0f;
S.z = 0.0f;
S.x = -((right + left) / (right - left));
S.y = -((top + bottom) / (top - bottom));
S.z = -near_depth * sDepth;
S.w = 1.0f;
simd_float4x4 proj = simd::float4x4(P, Q, R, S);