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Take eye offset into account for depth in StandardMaterial3D #79049

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BastiaanOlij
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When using depth in StandardMaterial3D the eye offset wasn't taken into account giving the material a flat look when viewed in stereoscopic.

Note that eye_offset is set to vec3(0, 0, 0) for normal rendering and should just end up being ignored.

Fixes #73404

@BastiaanOlij BastiaanOlij added bug topic:rendering topic:xr cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release labels Jul 5, 2023
@BastiaanOlij BastiaanOlij added this to the 4.2 milestone Jul 5, 2023
@BastiaanOlij BastiaanOlij self-assigned this Jul 5, 2023
@BastiaanOlij BastiaanOlij requested a review from a team July 5, 2023 11:04
@akien-mga akien-mga merged commit 5d23586 into godotengine:master Jul 7, 2023
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Thanks!

@YuriSizov YuriSizov removed the cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release label Jul 10, 2023
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Cherry-picked for 4.1.1.

@BastiaanOlij BastiaanOlij deleted the fix_stereo_depth_paralax branch July 10, 2024 09:44
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Parallax mapping not rendering in stereoscopic 3D in VR
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