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	Fix SSR orientation issues when using orthogonal camera
- Use negative clip space values to fix reversed rotations in reflections - Use constant -z view vector when raymarching to fix perspective in reflections
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					 2 changed files with 2 additions and 2 deletions
				
			
		|  | @ -90,7 +90,7 @@ void main() { | |||
| 	if (sc_multiview) { | ||||
| 		view_dir = normalize(vertex + scene_data.eye_offset[params.view_index].xyz); | ||||
| 	} else { | ||||
| 		view_dir = normalize(vertex); | ||||
| 		view_dir = params.orthogonal ? vec3(0.0, 0.0, -1.0) : normalize(vertex); | ||||
| 	} | ||||
| 	vec3 ray_dir = normalize(reflect(view_dir, normal)); | ||||
| 
 | ||||
|  |  | |||
|  | @ -20,7 +20,7 @@ vec3 reconstructCSPosition(vec2 screen_pos, float z) { | |||
| 		return pos.xyz; | ||||
| 	} else { | ||||
| 		if (params.orthogonal) { | ||||
| 			return vec3((screen_pos.xy * params.proj_info.xy + params.proj_info.zw), z); | ||||
| 			return vec3(-(screen_pos.xy * params.proj_info.xy + params.proj_info.zw), z); | ||||
| 		} else { | ||||
| 			return vec3((screen_pos.xy * params.proj_info.xy + params.proj_info.zw) * z, z); | ||||
| 		} | ||||
|  |  | |||
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	 Mert Kasar
						Mert Kasar