diff --git a/plugins/builtin/romfs/shaders/default/vertex.glsl b/plugins/builtin/romfs/shaders/default/vertex.glsl index 37776b04f..78b39ed5c 100644 --- a/plugins/builtin/romfs/shaders/default/vertex.glsl +++ b/plugins/builtin/romfs/shaders/default/vertex.glsl @@ -31,6 +31,6 @@ mat4 viewMatrix(vec3 rotation) { void main() { mat4 view = viewMatrix(rotation); - normal = (vec4(in_Normal, 1.0) * view).xyz; - gl_Position = vec4((in_Position + translation) * scale, 1.0) * view; + normal = (vec4(in_Normal, 1.0) * view).xyz * -1; + gl_Position = vec4((in_Position + translation) * -scale, 1.0) * view; } \ No newline at end of file diff --git a/plugins/builtin/source/content/pl_visualizers.cpp b/plugins/builtin/source/content/pl_visualizers.cpp index cd6ae693a..135a7bd50 100644 --- a/plugins/builtin/source/content/pl_visualizers.cpp +++ b/plugins/builtin/source/content/pl_visualizers.cpp @@ -296,7 +296,6 @@ namespace hex::plugin::builtin { frameBuffer.bind(); glEnable(GL_DEPTH_TEST); - glEnable(GL_DEPTH_CLAMP); shader.bind(); shader.setUniform("scale", scaling); @@ -308,9 +307,6 @@ namespace hex::plugin::builtin { glViewport(0, 0, renderTexture.getWidth(), renderTexture.getHeight()); glClearColor(0.00F, 0.00F, 0.00F, 0.00f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glFrustum(-1.0F, 1.0F, -1.0F, 1.0F, 0.0000001F, 10000000.0F); if (indices.empty()) vertexBuffer.draw();