From 877607240ac7e285d8626e219426c507d4198b36 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Gef=C3=BCllte=20Taubenbrust?= <72752000+GefullteTaubenbrust2@users.noreply.github.com> Date: Mon, 1 Apr 2024 15:21:10 +0200 Subject: [PATCH] Update opengl_fragment.glsl This is hardly worthy of a commit but it bugged me --- client/shaders/nodes_shader/opengl_fragment.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index fb35cc440..00a600b21 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -525,7 +525,7 @@ void main(void) reflect_ray = -normalize(v_LightDirection - fNormal * dot(v_LightDirection, fNormal) * 2.0); float fresnel_factor = dot(fNormal, viewVec); - float brightness_factor = 1. - adjusted_night_ratio; + float brightness_factor = 1.0 - adjusted_night_ratio; // A little trig hack. We go from the dot product of viewVec and normal to the dot product of viewVec and tangent to apply a fresnel effect. fresnel_factor = clamp(pow(1.0 - fresnel_factor * fresnel_factor, 8.0), 0.0, 1.0);