From: Mikko Rasa Date: Tue, 14 Dec 2021 11:21:25 +0000 (+0200) Subject: Refactor projection matrix handling X-Git-Url: http://git.tdb.fi/?a=commitdiff_plain;h=acd7bb6e23e2aff9934ecf32852c62ba72c13574;hp=acd7bb6e23e2aff9934ecf32852c62ba72c13574;p=libs%2Fgl.git Refactor projection matrix handling Projection matrices in C++ side now always produce a depth range of 0 to 1 for the NDC Z coordinate. Shaders will convert it to -1 to 1 when targeting OpenGL. Incidentally, the AmbientOcclusion effect's shaders were already written as if the depth range was 0 to 1, so the effect was actually slightly incorrect before this. ---