diff --git a/client/shaders/minimap_shader/opengl_fragment.glsl b/client/shaders/minimap_shader/opengl_fragment.glsl index cef359e8a..3f6b041da 100644 --- a/client/shaders/minimap_shader/opengl_fragment.glsl +++ b/client/shaders/minimap_shader/opengl_fragment.glsl @@ -12,13 +12,13 @@ void main (void) //texture sampling rate const float step = 1.0 / 256.0; float tl = texture2D(normalTexture, vec2(uv.x - step, uv.y + step)).r; - float t = texture2D(normalTexture, vec2(uv.x - step, uv.y - step)).r; + float t = texture2D(normalTexture, vec2(uv.x, uv.y + step)).r; float tr = texture2D(normalTexture, vec2(uv.x + step, uv.y + step)).r; - float r = texture2D(normalTexture, vec2(uv.x + step, uv.y)).r; + float r = texture2D(normalTexture, vec2(uv.x + step, uv.y )).r; float br = texture2D(normalTexture, vec2(uv.x + step, uv.y - step)).r; - float b = texture2D(normalTexture, vec2(uv.x, uv.y - step)).r; + float b = texture2D(normalTexture, vec2(uv.x, uv.y - step)).r; float bl = texture2D(normalTexture, vec2(uv.x - step, uv.y - step)).r; - float l = texture2D(normalTexture, vec2(uv.x - step, uv.y)).r; + float l = texture2D(normalTexture, vec2(uv.x - step, uv.y )).r; float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl); float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr); vec4 bump = vec4 (normalize(vec3 (dX, dY, 0.1)),1.0);