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2 changes: 1 addition & 1 deletion src/engine/renderer/glsl_source/forwardLighting_fp.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -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);

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2 changes: 1 addition & 1 deletion src/engine/renderer/glsl_source/lightMapping_fp.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -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);
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4 changes: 2 additions & 2 deletions src/engine/renderer/glsl_source/liquid_fp.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -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);

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Original file line number Diff line number Diff line change
Expand Up @@ -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);
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Original file line number Diff line number Diff line change
Expand Up @@ -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);
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