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authorDmitry Kostenko <codeforsmile@gmail.com>2022-02-20 00:18:39 +0100
committerx2048 <codeforsmile@gmail.com>2022-03-07 23:45:26 +0100
commitb651bbf44639b9bdd1d5ef581acb57fd47cc6b7a (patch)
tree22249f6945bf6dde7d898ceef293403e600683a0 /client/shaders/nodes_shader/opengl_fragment.glsl
parent4801bdf45aaaa9238bc52a157e1d25c9d477d81a (diff)
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Reuse normal offset calculation for nodes
Diffstat (limited to 'client/shaders/nodes_shader/opengl_fragment.glsl')
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl3
1 files changed, 1 insertions, 2 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index c24619539..e5f5c703a 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -74,8 +74,7 @@ vec3 getLightSpacePosition()
#if DRAW_TYPE == NDT_PLANTLIKE
pLightSpace = m_ShadowViewProj * vec4(worldPosition, 1.0);
#else
- float offsetScale = (0.0057 * getLinearDepth() + normalOffsetScale);
- pLightSpace = m_ShadowViewProj * vec4(worldPosition + offsetScale * normalize(vNormal), 1.0);
+ pLightSpace = m_ShadowViewProj * vec4(worldPosition + normalOffsetScale * normalize(vNormal), 1.0);
#endif
pLightSpace = getPerspectiveFactor(pLightSpace);
return pLightSpace.xyz * 0.5 + 0.5;