diff --git a/src/engine/renderer/glsl_source/forwardLighting_fp.glsl b/src/engine/renderer/glsl_source/forwardLighting_fp.glsl index 975efee42c..82b33b47fb 100644 --- a/src/engine/renderer/glsl_source/forwardLighting_fp.glsl +++ b/src/engine/renderer/glsl_source/forwardLighting_fp.glsl @@ -965,7 +965,7 @@ void main() Vts = normalize(Vts); // size and start position of search in texture space - vec2 S = Vts.xy * -u_DepthScale / Vts.z; + vec2 S = Vts.xy * u_DepthScale / Vts.z; float depth = RayIntersectDisplaceMap(texNormal, S, u_NormalMap); diff --git a/src/engine/renderer/glsl_source/lightMapping_fp.glsl b/src/engine/renderer/glsl_source/lightMapping_fp.glsl index 34543ea22f..62677f0c8e 100644 --- a/src/engine/renderer/glsl_source/lightMapping_fp.glsl +++ b/src/engine/renderer/glsl_source/lightMapping_fp.glsl @@ -63,7 +63,7 @@ void main() V = normalize(V); // size and start position of search in texture space - vec2 S = V.xy * -u_DepthScale / V.z; + vec2 S = V.xy * u_DepthScale / V.z; #if 0 vec2 texOffset = vec2(0.0); diff --git a/src/engine/renderer/glsl_source/liquid_fp.glsl b/src/engine/renderer/glsl_source/liquid_fp.glsl index 5453c0ecb3..485a5af842 100644 --- a/src/engine/renderer/glsl_source/liquid_fp.glsl +++ b/src/engine/renderer/glsl_source/liquid_fp.glsl @@ -155,8 +155,8 @@ void main() // ray intersect in view direction // size and start position of search in texture space - //vec2 S = V.xy * -u_DepthScale / V.z; - vec2 S = V.xy * -0.03 / V.z; + //vec2 S = V.xy * u_DepthScale / V.z; + vec2 S = V.xy * 0.03 / V.z; float depth = RayIntersectDisplaceMap(texNormal, S); diff --git a/src/engine/renderer/glsl_source/vertexLighting_DBS_entity_fp.glsl b/src/engine/renderer/glsl_source/vertexLighting_DBS_entity_fp.glsl index 51924a78eb..2ecd66b4db 100644 --- a/src/engine/renderer/glsl_source/vertexLighting_DBS_entity_fp.glsl +++ b/src/engine/renderer/glsl_source/vertexLighting_DBS_entity_fp.glsl @@ -100,7 +100,7 @@ void main() Vts = normalize(Vts); // size and start position of search in texture space - vec2 S = Vts.xy * -u_DepthScale / Vts.z; + vec2 S = Vts.xy * u_DepthScale / Vts.z; #if 0 vec2 texOffset = vec2(0.0); diff --git a/src/engine/renderer/glsl_source/vertexLighting_DBS_world_fp.glsl b/src/engine/renderer/glsl_source/vertexLighting_DBS_world_fp.glsl index 5fbd71f6cf..a3a8942b95 100644 --- a/src/engine/renderer/glsl_source/vertexLighting_DBS_world_fp.glsl +++ b/src/engine/renderer/glsl_source/vertexLighting_DBS_world_fp.glsl @@ -94,7 +94,7 @@ void main() Vts = normalize(Vts); // size and start position of search in texture space - vec2 S = Vts.xy * -u_DepthScale / Vts.z; + vec2 S = Vts.xy * u_DepthScale / Vts.z; #if 0 vec2 texOffset = vec2(0.0);