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-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl2
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl4
2 files changed, 3 insertions, 3 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 4d0d107d1..fea350788 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -557,6 +557,6 @@ void main(void)
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
col = mix(skyBgColor, col, clarity);
col = vec4(col.rgb, base.a);
-
+
gl_FragColor = col;
}
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);