From c14056fdd912164f999214bb3f9d619bf91df8fe Mon Sep 17 00:00:00 2001 From: E F R <602406+Efruit@users.noreply.github.com> Date: Tue, 2 Nov 2021 01:11:58 +0000 Subject: [PATCH] Client/Singularity: fix singularity using un-rotated viewport (#5117) --- Content.Client/Singularity/SingularityOverlay.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Content.Client/Singularity/SingularityOverlay.cs b/Content.Client/Singularity/SingularityOverlay.cs index cf08b12ff5..020dfb93c9 100644 --- a/Content.Client/Singularity/SingularityOverlay.cs +++ b/Content.Client/Singularity/SingularityOverlay.cs @@ -15,6 +15,7 @@ namespace Content.Client.Singularity { [Dependency] private readonly IEntityManager _entityManager = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; + [Dependency] private readonly IEyeManager _eyeManager = default!; private const float MaxDist = 15.0f; @@ -39,7 +40,7 @@ namespace Content.Client.Singularity { SingularityQuery(args.Viewport.Eye); - var viewportWB = args.WorldBounds; + var viewportWB = _eyeManager.GetWorldViewport(); // Has to be correctly handled because of the way intensity/falloff transform works so just do it. _shader?.SetParameter("renderScale", args.Viewport.RenderScale); foreach (SingularityShaderInstance instance in _singularities.Values)