From b651bbf44639b9bdd1d5ef581acb57fd47cc6b7a Mon Sep 17 00:00:00 2001 From: Dmitry Kostenko Date: Sun, 20 Feb 2022 00:18:39 +0100 Subject: Reuse normal offset calculation for nodes --- client/shaders/nodes_shader/opengl_fragment.glsl | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'client/shaders/nodes_shader/opengl_fragment.glsl') 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; -- cgit v1.2.3