Fix the rest of the water projections

This commit is contained in:
MelonSpeedruns
2026-04-08 18:35:41 -04:00
parent cba4e48a03
commit 1b8162c30e
6 changed files with 43 additions and 1 deletions
+8 -1
View File
@@ -197,7 +197,14 @@ int daLv3Water2_c::Draw() {
texMtxInfo = &btkMaterial->getTexGenBlock()->getTexMtx(0)->getTexMtxInfo();
if(texMtxInfo) {
Mtx lightProjMtx;
C_MTXLightPerspective(lightProjMtx, dComIfGd_getView()->fovy, dComIfGd_getView()->aspect, 1.0f, 1.0f, -0.01f, 0);
#if TARGET_PC
C_MTXLightPerspective(lightProjMtx, dComIfGd_getView()->fovy,
dComIfGd_getView()->aspect, 1.0f, 1.0f, dusk::getSettings().game.useWaterProjectionOffset ? -0.01f : 0.0f, 0);
#else
C_MTXLightPerspective(lightProjMtx, dComIfGd_getView()->fovy,
dComIfGd_getView()->aspect, 1.0f, 1.0f, -0.01f, 0);
#endif
#if WIDESCREEN_SUPPORT
mDoGph_gInf_c::setWideZoomLightProjection(lightProjMtx);