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path: root/client/shaders/nodes_shader/opengl_vertex.glsl
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Diffstat (limited to 'client/shaders/nodes_shader/opengl_vertex.glsl')
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index 935fbf043..8c7e27459 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -199,13 +199,13 @@ void main(void)
vec3 nNormal = normalize(vNormal);
cosLight = dot(nNormal, -v_LightDirection);
- // Calculate normal offset scale based on the texel size adjusted for
+ // Calculate normal offset scale based on the texel size adjusted for
// curvature of the SM texture. This code must be change together with
// getPerspectiveFactor or any light-space transformation.
vec3 eyeToVertex = worldPosition - eyePosition + cameraOffset;
// Distance from the vertex to the player
float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
- // perspective factor estimation according to the
+ // perspective factor estimation according to the
float perspectiveFactor = distanceToPlayer * xyPerspectiveBias0 + xyPerspectiveBias1;
float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
(f_textureresolution * xyPerspectiveBias1 - perspectiveFactor * xyPerspectiveBias0);